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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: 0x0200005E RID: 94
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[Token(Token = "0x2000056")]
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internal class TransparentSettingsPass : ScriptableRenderPass
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{
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// Token: 0x06000142 RID: 322 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000137")]
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[Address(RVA = "0x1F33C00", Offset = "0x1F32A00", VA = "0x181F33C00")]
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public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
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{
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}
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// Token: 0x06000143 RID: 323 RVA: 0x00002CE8 File Offset: 0x00000EE8
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[Token(Token = "0x6000138")]
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[Address(RVA = "0x1F33BF0", Offset = "0x1F329F0", VA = "0x181F33BF0")]
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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: 0x06000144 RID: 324 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000139")]
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[Address(RVA = "0x1F33AB0", Offset = "0x1F328B0", VA = "0x181F33AB0", 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: 0x040001D4 RID: 468
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x40001AC")]
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private bool m_shouldReceiveShadows;
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// Token: 0x040001D5 RID: 469
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[Token(Token = "0x40001AD")]
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private const string m_ProfilerTag = "Transparent Settings Pass";
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}
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}
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