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using System;
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using Cpp2IlInjected;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000030 RID: 48
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[Token(Token = "0x200002A")]
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public struct BinnableLight
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{
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// Token: 0x04000114 RID: 276
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x40000F1")]
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public LightType lightType;
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// Token: 0x04000115 RID: 277
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[FieldOffset(Offset = "0x4")]
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[Token(Token = "0x40000F2")]
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public float4x4 localToWorld;
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// Token: 0x04000116 RID: 278
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x40000F3")]
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public float approxIntensity;
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// Token: 0x04000117 RID: 279
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x40000F4")]
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public float range;
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// Token: 0x04000118 RID: 280
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x40000F5")]
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public float spotAngle;
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}
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}
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