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