42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000060 RID: 96
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[Token(Token = "0x2000058")]
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internal class TransparentSettingsPass : ScriptableRenderPass
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{
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// Token: 0x0600015D RID: 349 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000152")]
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[Address(RVA = "0x6A3770", Offset = "0x6A2770", VA = "0x1806A3770")]
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public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
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{
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}
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// Token: 0x0600015E RID: 350 RVA: 0x00002E98 File Offset: 0x00001098
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[Token(Token = "0x6000153")]
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[Address(RVA = "0x6A3760", Offset = "0x6A2760", VA = "0x1806A3760")]
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public bool Setup(ref RenderingData renderingData)
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{
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return default(bool);
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}
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// Token: 0x0600015F RID: 351 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000154")]
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[Address(RVA = "0x6A3620", Offset = "0x6A2620", VA = "0x1806A3620", Slot = "7")]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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// Token: 0x040001F9 RID: 505
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x40001CC")]
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private bool m_shouldReceiveShadows;
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// Token: 0x040001FA RID: 506
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[Token(Token = "0x40001CD")]
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private const string m_ProfilerTag = "Transparent Settings Pass";
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}
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}
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