using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x02000002 RID: 2 [Token(Token = "0x2000002")] public static class ShaderInput { // Token: 0x02000003 RID: 3 [Token(Token = "0x2000003")] [GenerateHLSL(PackingRules.Exact, false, false, false, 1, false, false)] public struct LightData { // Token: 0x04000001 RID: 1 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000001")] public Vector4 position; // Token: 0x04000002 RID: 2 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000002")] public Vector4 color; // Token: 0x04000003 RID: 3 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4000003")] public Vector4 attenuation; // Token: 0x04000004 RID: 4 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000004")] public Vector4 spotDirection; // Token: 0x04000005 RID: 5 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000005")] public Vector4 occlusionProbeChannels; } // Token: 0x02000004 RID: 4 [Token(Token = "0x2000004")] [GenerateHLSL(PackingRules.Exact, false, false, false, 1, false, false)] public struct ShadowData { // Token: 0x04000006 RID: 6 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000006")] public Matrix4x4 worldToShadowMatrix; // Token: 0x04000007 RID: 7 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4000007")] public Vector4 shadowParams; } } }