Files
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

183 lines
5.5 KiB
C#

using System;
using Cpp2IlInjected;
namespace UnityEngine.Rendering.Universal.Internal
{
// Token: 0x02000099 RID: 153
[Token(Token = "0x2000087")]
public class MainLightShadowCasterPass : ScriptableRenderPass
{
// Token: 0x060002AD RID: 685 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x6000296")]
[Address(RVA = "0x23F82C0", Offset = "0x23F72C0", VA = "0x1823F82C0")]
public MainLightShadowCasterPass(RenderPassEvent evt)
{
}
// Token: 0x060002AE RID: 686 RVA: 0x00003858 File Offset: 0x00001A58
[Token(Token = "0x6000297")]
[Address(RVA = "0x23F7EE0", Offset = "0x23F6EE0", VA = "0x1823F7EE0")]
public bool Setup(ref RenderingData renderingData)
{
return default(bool);
}
// Token: 0x060002AF RID: 687 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x6000298")]
[Address(RVA = "0x23F6D70", Offset = "0x23F5D70", VA = "0x1823F6D70", Slot = "4")]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
}
// Token: 0x060002B0 RID: 688 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x6000299")]
[Address(RVA = "0x23F6E80", Offset = "0x23F5E80", VA = "0x1823F6E80", Slot = "7")]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
// Token: 0x060002B1 RID: 689 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600029A")]
[Address(RVA = "0x23F6EC0", Offset = "0x23F5EC0", VA = "0x1823F6EC0", Slot = "5")]
public override void FrameCleanup(CommandBuffer cmd)
{
}
// Token: 0x060002B2 RID: 690 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600029B")]
[Address(RVA = "0x23F6B50", Offset = "0x23F5B50", VA = "0x1823F6B50")]
private void Clear()
{
}
// Token: 0x060002B3 RID: 691 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600029C")]
[Address(RVA = "0x23F6F80", Offset = "0x23F5F80", VA = "0x1823F6F80")]
private void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
{
}
// Token: 0x060002B4 RID: 692 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x600029D")]
[Address(RVA = "0x23F76E0", Offset = "0x23F66E0", VA = "0x1823F76E0")]
private void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool softShadows, float sampleBias)
{
}
// Token: 0x040003BE RID: 958
[Token(Token = "0x4000347")]
private const int k_MaxCascades = 4;
// Token: 0x040003BF RID: 959
[Token(Token = "0x4000348")]
private const int k_ShadowmapBufferBits = 16;
// Token: 0x040003C0 RID: 960
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x4000349")]
private int m_ShadowmapWidth;
// Token: 0x040003C1 RID: 961
[FieldOffset(Offset = "0x6C")]
[Token(Token = "0x400034A")]
private int m_ShadowmapHeight;
// Token: 0x040003C2 RID: 962
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x400034B")]
private int m_ShadowCasterCascadesCount;
// Token: 0x040003C3 RID: 963
[FieldOffset(Offset = "0x74")]
[Token(Token = "0x400034C")]
private bool m_SupportsBoxFilterForShadows;
// Token: 0x040003C4 RID: 964
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x400034D")]
private RenderTargetHandle m_MainLightShadowmap;
// Token: 0x040003C5 RID: 965
[FieldOffset(Offset = "0x80")]
[Token(Token = "0x400034E")]
private RenderTexture m_MainLightShadowmapTexture;
// Token: 0x040003C6 RID: 966
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x400034F")]
private Matrix4x4[] m_MainLightShadowMatrices;
// Token: 0x040003C7 RID: 967
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x4000350")]
private ShadowSliceData[] m_CascadeSlices;
// Token: 0x040003C8 RID: 968
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x4000351")]
private Vector4[] m_CascadeSplitDistances;
// Token: 0x040003C9 RID: 969
[Token(Token = "0x4000352")]
private const string m_ProfilerTag = "Render Main Shadowmap";
// Token: 0x040003CA RID: 970
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x4000353")]
private ProfilingSampler m_ProfilingSampler;
// Token: 0x0200009A RID: 154
[Token(Token = "0x20000C4")]
private static class MainLightShadowConstantBuffer
{
// Token: 0x040003CB RID: 971
[Token(Token = "0x40004F6")]
public static int _WorldToShadow;
// Token: 0x040003CC RID: 972
[Token(Token = "0x40004F7")]
public static int _ShadowParams;
// Token: 0x040003CD RID: 973
[Token(Token = "0x40004F8")]
public static int _CascadeShadowSplitSpheres0;
// Token: 0x040003CE RID: 974
[Token(Token = "0x40004F9")]
public static int _CascadeShadowSplitSpheres1;
// Token: 0x040003CF RID: 975
[Token(Token = "0x40004FA")]
public static int _CascadeShadowSplitSpheres2;
// Token: 0x040003D0 RID: 976
[Token(Token = "0x40004FB")]
public static int _CascadeShadowSplitSpheres3;
// Token: 0x040003D1 RID: 977
[Token(Token = "0x40004FC")]
public static int _CascadeShadowSplitSphereRadii;
// Token: 0x040003D2 RID: 978
[Token(Token = "0x40004FD")]
public static int _ShadowOffset0;
// Token: 0x040003D3 RID: 979
[Token(Token = "0x40004FE")]
public static int _ShadowOffset1;
// Token: 0x040003D4 RID: 980
[Token(Token = "0x40004FF")]
public static int _ShadowOffset2;
// Token: 0x040003D5 RID: 981
[Token(Token = "0x4000500")]
public static int _ShadowOffset3;
// Token: 0x040003D6 RID: 982
[Token(Token = "0x4000501")]
public static int _ShadowmapSize;
}
}
}