using System; using Cpp2IlInjected; namespace UnityEngine.Experimental.GlobalIllumination { // Token: 0x020002A0 RID: 672 [Token(Token = "0x20002A0")] public struct PointLight { // Token: 0x0400089F RID: 2207 [FieldOffset(Offset = "0x0")] [Token(Token = "0x400089F")] public int instanceID; // Token: 0x040008A0 RID: 2208 [FieldOffset(Offset = "0x4")] [Token(Token = "0x40008A0")] public bool shadow; // Token: 0x040008A1 RID: 2209 [FieldOffset(Offset = "0x5")] [Token(Token = "0x40008A1")] public LightMode mode; // Token: 0x040008A2 RID: 2210 [FieldOffset(Offset = "0x8")] [Token(Token = "0x40008A2")] public Vector3 position; // Token: 0x040008A3 RID: 2211 [FieldOffset(Offset = "0x14")] [Token(Token = "0x40008A3")] public LinearColor color; // Token: 0x040008A4 RID: 2212 [FieldOffset(Offset = "0x24")] [Token(Token = "0x40008A4")] public LinearColor indirectColor; // Token: 0x040008A5 RID: 2213 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40008A5")] public float range; // Token: 0x040008A6 RID: 2214 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40008A6")] public float sphereRadius; // Token: 0x040008A7 RID: 2215 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40008A7")] public FalloffType falloff; } }