using System; using System.Collections.Generic; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal.Internal { // Token: 0x02000089 RID: 137 [Token(Token = "0x200007A")] public class AdditionalLightsShadowCasterPass : ScriptableRenderPass { // Token: 0x06000244 RID: 580 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600022E")] [Address(RVA = "0x19C48A0", Offset = "0x19C36A0", VA = "0x1819C48A0")] public AdditionalLightsShadowCasterPass(RenderPassEvent evt) { } // Token: 0x06000245 RID: 581 RVA: 0x00003510 File Offset: 0x00001710 [Token(Token = "0x600022F")] [Address(RVA = "0x19C3B80", Offset = "0x19C2980", VA = "0x1819C3B80")] public bool Setup(ref RenderingData renderingData) { return default(bool); } // Token: 0x06000246 RID: 582 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000230")] [Address(RVA = "0x19C2BA0", Offset = "0x19C19A0", VA = "0x1819C2BA0", Slot = "4")] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } // Token: 0x06000247 RID: 583 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000231")] [Address(RVA = "0x19C2CB0", Offset = "0x19C1AB0", VA = "0x1819C2CB0", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x06000248 RID: 584 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000232")] [Address(RVA = "0x19C2CF0", Offset = "0x19C1AF0", VA = "0x1819C2CF0", Slot = "5")] public override void FrameCleanup(CommandBuffer cmd) { } // Token: 0x06000249 RID: 585 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000233")] [Address(RVA = "0x19C2B30", Offset = "0x19C1930", VA = "0x1819C2B30")] private void Clear() { } // Token: 0x0600024A RID: 586 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000234")] [Address(RVA = "0x19C2F40", Offset = "0x19C1D40", VA = "0x1819C2F40")] private void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData) { } // Token: 0x0600024B RID: 587 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000235")] [Address(RVA = "0x19C35A0", Offset = "0x19C23A0", VA = "0x1819C35A0")] private void SetupAdditionalLightsShadowReceiverConstants(CommandBuffer cmd, ref ShadowData shadowData, bool softShadows) { } // Token: 0x0600024C RID: 588 RVA: 0x00003528 File Offset: 0x00001728 [Token(Token = "0x6000236")] [Address(RVA = "0x19C2DA0", Offset = "0x19C1BA0", VA = "0x1819C2DA0")] private bool IsValidShadowCastingLight(ref LightData lightData, int i) { return default(bool); } // Token: 0x0400030F RID: 783 [Token(Token = "0x40002CB")] public static int m_AdditionalShadowsBufferId; // Token: 0x04000310 RID: 784 [Token(Token = "0x40002CC")] public static int m_AdditionalShadowsIndicesId; // Token: 0x04000311 RID: 785 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40002CD")] private bool m_UseStructuredBuffer; // Token: 0x04000312 RID: 786 [Token(Token = "0x40002CE")] private const int k_ShadowmapBufferBits = 16; // Token: 0x04000313 RID: 787 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x40002CF")] private RenderTargetHandle m_AdditionalLightsShadowmap; // Token: 0x04000314 RID: 788 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40002D0")] private RenderTexture m_AdditionalLightsShadowmapTexture; // Token: 0x04000315 RID: 789 [FieldOffset(Offset = "0x78")] [Token(Token = "0x40002D1")] private int m_ShadowmapWidth; // Token: 0x04000316 RID: 790 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x40002D2")] private int m_ShadowmapHeight; // Token: 0x04000317 RID: 791 [FieldOffset(Offset = "0x80")] [Token(Token = "0x40002D3")] private ShadowSliceData[] m_AdditionalLightSlices; // Token: 0x04000318 RID: 792 [FieldOffset(Offset = "0x88")] [Token(Token = "0x40002D4")] private Matrix4x4[] m_AdditionalLightsWorldToShadow; // Token: 0x04000319 RID: 793 [FieldOffset(Offset = "0x90")] [Token(Token = "0x40002D5")] private Vector4[] m_AdditionalLightsShadowParams; // Token: 0x0400031A RID: 794 [FieldOffset(Offset = "0x98")] [Token(Token = "0x40002D6")] private ShaderInput.ShadowData[] m_AdditionalLightsShadowData; // Token: 0x0400031B RID: 795 [FieldOffset(Offset = "0xA0")] [Token(Token = "0x40002D7")] private List m_AdditionalShadowCastingLightIndices; // Token: 0x0400031C RID: 796 [FieldOffset(Offset = "0xA8")] [Token(Token = "0x40002D8")] private List m_AdditionalShadowCastingLightIndicesMap; // Token: 0x0400031D RID: 797 [FieldOffset(Offset = "0xB0")] [Token(Token = "0x40002D9")] private bool m_SupportsBoxFilterForShadows; // Token: 0x0400031E RID: 798 [Token(Token = "0x40002DA")] private const string m_ProfilerTag = "Render Additional Shadows"; // Token: 0x0400031F RID: 799 [FieldOffset(Offset = "0xB8")] [Token(Token = "0x40002DB")] private ProfilingSampler m_ProfilingSampler; // Token: 0x0200008A RID: 138 [Token(Token = "0x20000BF")] private static class AdditionalShadowsConstantBuffer { // Token: 0x04000320 RID: 800 [Token(Token = "0x4000494")] public static int _AdditionalLightsWorldToShadow; // Token: 0x04000321 RID: 801 [Token(Token = "0x4000495")] public static int _AdditionalShadowParams; // Token: 0x04000322 RID: 802 [Token(Token = "0x4000496")] public static int _AdditionalShadowOffset0; // Token: 0x04000323 RID: 803 [Token(Token = "0x4000497")] public static int _AdditionalShadowOffset1; // Token: 0x04000324 RID: 804 [Token(Token = "0x4000498")] public static int _AdditionalShadowOffset2; // Token: 0x04000325 RID: 805 [Token(Token = "0x4000499")] public static int _AdditionalShadowOffset3; // Token: 0x04000326 RID: 806 [Token(Token = "0x400049A")] public static int _AdditionalShadowmapSize; } } }