using System; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200005E RID: 94 [Token(Token = "0x2000056")] internal class TransparentSettingsPass : ScriptableRenderPass { // Token: 0x06000142 RID: 322 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000137")] [Address(RVA = "0x1F33C00", Offset = "0x1F32A00", VA = "0x181F33C00")] public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported) { } // Token: 0x06000143 RID: 323 RVA: 0x00002CE8 File Offset: 0x00000EE8 [Token(Token = "0x6000138")] [Address(RVA = "0x1F33BF0", Offset = "0x1F329F0", VA = "0x181F33BF0")] public bool Setup(ref RenderingData renderingData) { return default(bool); } // Token: 0x06000144 RID: 324 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000139")] [Address(RVA = "0x1F33AB0", Offset = "0x1F328B0", VA = "0x181F33AB0", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x040001D4 RID: 468 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40001AC")] private bool m_shouldReceiveShadows; // Token: 0x040001D5 RID: 469 [Token(Token = "0x40001AD")] private const string m_ProfilerTag = "Transparent Settings Pass"; } }