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

37 lines
830 B
C#

using System;
using Cpp2IlInjected;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000032 RID: 50
[Token(Token = "0x200002C")]
public struct BinnableLight
{
// Token: 0x04000126 RID: 294
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x4000102")]
public LightType lightType;
// Token: 0x04000127 RID: 295
[FieldOffset(Offset = "0x4")]
[Token(Token = "0x4000103")]
public float4x4 localToWorld;
// Token: 0x04000128 RID: 296
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x4000104")]
public float approxIntensity;
// Token: 0x04000129 RID: 297
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4000105")]
public float range;
// Token: 0x0400012A RID: 298
[FieldOffset(Offset = "0x4C")]
[Token(Token = "0x4000106")]
public float spotAngle;
}
}