113 lines
3.5 KiB
C#
113 lines
3.5 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Token: 0x02000095 RID: 149
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[Token(Token = "0x2000083")]
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public class DepthOnlyPass : ScriptableRenderPass
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{
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// Token: 0x170000C6 RID: 198
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// (get) Token: 0x06000299 RID: 665 RVA: 0x00003810 File Offset: 0x00001A10
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// (set) Token: 0x0600029A RID: 666 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x170000C5")]
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private RenderTargetHandle depthAttachmentHandle
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{
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[Token(Token = "0x6000282")]
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[Address(RVA = "0x4831A0", Offset = "0x4821A0", VA = "0x1804831A0")]
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[CompilerGenerated]
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get
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{
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return default(RenderTargetHandle);
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}
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[Token(Token = "0x6000283")]
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[Address(RVA = "0x483390", Offset = "0x482390", VA = "0x180483390")]
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[CompilerGenerated]
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set
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{
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}
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}
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// Token: 0x170000C7 RID: 199
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// (get) Token: 0x0600029B RID: 667 RVA: 0x00003828 File Offset: 0x00001A28
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// (set) Token: 0x0600029C RID: 668 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x170000C6")]
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internal RenderTextureDescriptor descriptor
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{
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[Token(Token = "0x6000284")]
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[Address(RVA = "0x23EFF90", Offset = "0x23EEF90", VA = "0x1823EFF90")]
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[CompilerGenerated]
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get
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{
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return default(RenderTextureDescriptor);
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}
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[Token(Token = "0x6000285")]
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[Address(RVA = "0x23EFFC0", Offset = "0x23EEFC0", VA = "0x1823EFFC0")]
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[CompilerGenerated]
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private set
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{
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}
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}
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// Token: 0x0600029D RID: 669 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000286")]
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[Address(RVA = "0x23EFE50", Offset = "0x23EEE50", VA = "0x1823EFE50")]
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public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
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{
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}
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// Token: 0x0600029E RID: 670 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000287")]
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[Address(RVA = "0x23EFDE0", Offset = "0x23EEDE0", VA = "0x1823EFDE0")]
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
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{
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}
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// Token: 0x0600029F RID: 671 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000288")]
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[Address(RVA = "0x23EF980", Offset = "0x23EE980", VA = "0x1823EF980", Slot = "4")]
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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}
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// Token: 0x060002A0 RID: 672 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000289")]
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[Address(RVA = "0x23EFA70", Offset = "0x23EEA70", VA = "0x1823EFA70", 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: 0x060002A1 RID: 673 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x600028A")]
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[Address(RVA = "0x23EFCE0", Offset = "0x23EECE0", VA = "0x1823EFCE0", Slot = "5")]
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public override void FrameCleanup(CommandBuffer cmd)
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{
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}
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// Token: 0x040003A8 RID: 936
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4000331")]
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private int kDepthBufferBits;
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// Token: 0x040003AB RID: 939
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[FieldOffset(Offset = "0xA4")]
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[Token(Token = "0x4000334")]
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private FilteringSettings m_FilteringSettings;
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// Token: 0x040003AC RID: 940
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[Token(Token = "0x4000335")]
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private const string m_ProfilerTag = "Depth Prepass";
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// Token: 0x040003AD RID: 941
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[FieldOffset(Offset = "0xC0")]
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[Token(Token = "0x4000336")]
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private ProfilingSampler m_ProfilingSampler;
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// Token: 0x040003AE RID: 942
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[FieldOffset(Offset = "0xC8")]
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[Token(Token = "0x4000337")]
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private ShaderTagId m_ShaderTagId;
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}
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}
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