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using System;
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using Cpp2IlInjected;
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using UnityEngine.Bindings;
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using UnityEngine.Scripting;
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namespace UnityEngine.Experimental.U2D
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{
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// Token: 0x02000298 RID: 664
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[Token(Token = "0x2000298")]
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[RequiredByNativeCode]
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[NativeHeader("Runtime/2D/Renderer/SpriteRendererGroup.h")]
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internal struct SpriteIntermediateRendererInfo
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{
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// Token: 0x0400086F RID: 2159
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x400086F")]
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public int SpriteID;
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// Token: 0x04000870 RID: 2160
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[FieldOffset(Offset = "0x4")]
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[Token(Token = "0x4000870")]
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public int TextureID;
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// Token: 0x04000871 RID: 2161
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[FieldOffset(Offset = "0x8")]
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[Token(Token = "0x4000871")]
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public int MaterialID;
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// Token: 0x04000872 RID: 2162
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[FieldOffset(Offset = "0xC")]
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[Token(Token = "0x4000872")]
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public Color Color;
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// Token: 0x04000873 RID: 2163
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x4000873")]
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public Matrix4x4 Transform;
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// Token: 0x04000874 RID: 2164
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[FieldOffset(Offset = "0x5C")]
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[Token(Token = "0x4000874")]
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public Bounds Bounds;
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// Token: 0x04000875 RID: 2165
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[FieldOffset(Offset = "0x74")]
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[Token(Token = "0x4000875")]
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public int Layer;
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// Token: 0x04000876 RID: 2166
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[FieldOffset(Offset = "0x78")]
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[Token(Token = "0x4000876")]
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public int SortingLayer;
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// Token: 0x04000877 RID: 2167
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[FieldOffset(Offset = "0x7C")]
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[Token(Token = "0x4000877")]
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public int SortingOrder;
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// Token: 0x04000878 RID: 2168
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[FieldOffset(Offset = "0x80")]
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[Token(Token = "0x4000878")]
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public ulong SceneCullingMask;
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// Token: 0x04000879 RID: 2169
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[FieldOffset(Offset = "0x88")]
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[Token(Token = "0x4000879")]
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public IntPtr IndexData;
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// Token: 0x0400087A RID: 2170
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[FieldOffset(Offset = "0x90")]
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[Token(Token = "0x400087A")]
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public IntPtr VertexData;
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// Token: 0x0400087B RID: 2171
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[FieldOffset(Offset = "0x98")]
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[Token(Token = "0x400087B")]
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public int IndexCount;
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// Token: 0x0400087C RID: 2172
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[FieldOffset(Offset = "0x9C")]
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[Token(Token = "0x400087C")]
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public int VertexCount;
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// Token: 0x0400087D RID: 2173
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[FieldOffset(Offset = "0xA0")]
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[Token(Token = "0x400087D")]
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public int ShaderChannelMask;
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}
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}
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