Files
27Aug2021-Cpp2IL-Dump/Unity.RenderPipelines.Universal.Runtime/UnityEngine/Rendering/Universal/BinPerLightJob.cs
T
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

91 lines
2.9 KiB
C#

using System;
using Cpp2IlInjected;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000035 RID: 53
[Token(Token = "0x200002F")]
[BurstCompile]
public struct BinPerLightJob : IJobParallelFor
{
// Token: 0x060000D0 RID: 208 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000C8")]
[Address(RVA = "0x23E81E0", Offset = "0x23E71E0", VA = "0x1823E81E0", Slot = "4")]
public void Execute(int lightIdx)
{
}
// Token: 0x060000D1 RID: 209 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000C9")]
[Address(RVA = "0x23E7BB0", Offset = "0x23E6BB0", VA = "0x1823E7BB0")]
private void AddPointLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float lightIntensity, float lightRange)
{
}
// Token: 0x060000D2 RID: 210 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000CA")]
[Address(RVA = "0x23E7DD0", Offset = "0x23E6DD0", VA = "0x1823E7DD0")]
private void AddSpotLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float3 expandedLightPos, float3 lightForward, float lightIntensity, float lightBaseRadius, float lightRange, float expandedLightRange)
{
}
// Token: 0x060000D3 RID: 211 RVA: 0x00002928 File Offset: 0x00000B28
[Token(Token = "0x60000CB")]
[Address(RVA = "0x23E8880", Offset = "0x23E7880", VA = "0x1823E8880")]
private float PointLightIntensity(float approxIntensity)
{
return 0f;
}
// Token: 0x060000D4 RID: 212 RVA: 0x00002940 File Offset: 0x00000B40
[Token(Token = "0x60000CC")]
[Address(RVA = "0x23E8800", Offset = "0x23E7800", VA = "0x1823E8800")]
private float LinearAttenuation(float3 voxelCenter, float3 lightPos, float lightRange)
{
return 0f;
}
// Token: 0x060000D5 RID: 213 RVA: 0x00002958 File Offset: 0x00000B58
[Token(Token = "0x60000CD")]
[Address(RVA = "0x23E8100", Offset = "0x23E7100", VA = "0x1823E8100")]
private float AngularAttenuation(float3 voxelCenter, float3 lightPos, float3 lightForward, float lightBaseRadius, float lightRange)
{
return 0f;
}
// Token: 0x04000130 RID: 304
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x400010C")]
[ReadOnly]
public NativeArray<BinnableLight> lights;
// Token: 0x04000131 RID: 305
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x400010D")]
[ReadOnly]
public NativeArray<float3> voxelPoints;
// Token: 0x04000132 RID: 306
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x400010E")]
[ReadOnly]
public float3 worldVolumeMinCorner;
// Token: 0x04000133 RID: 307
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x400010F")]
[ReadOnly]
public float3 worldVolumeMaxCorner;
// Token: 0x04000134 RID: 308
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000110")]
[WriteOnly]
public NativeMultiHashMap<ushort, LightInBin>.ParallelWriter clusteredLightIndices;
}
}