using System; using Cpp2IlInjected; namespace UnityEngine.Experimental.GlobalIllumination { // Token: 0x020002A1 RID: 673 [Token(Token = "0x20002A1")] public struct SpotLight { // Token: 0x040008A8 RID: 2216 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40008A8")] public int instanceID; // Token: 0x040008A9 RID: 2217 [FieldOffset(Offset = "0x4")] [Token(Token = "0x40008A9")] public bool shadow; // Token: 0x040008AA RID: 2218 [FieldOffset(Offset = "0x5")] [Token(Token = "0x40008AA")] public LightMode mode; // Token: 0x040008AB RID: 2219 [FieldOffset(Offset = "0x8")] [Token(Token = "0x40008AB")] public Vector3 position; // Token: 0x040008AC RID: 2220 [FieldOffset(Offset = "0x14")] [Token(Token = "0x40008AC")] public Quaternion orientation; // Token: 0x040008AD RID: 2221 [FieldOffset(Offset = "0x24")] [Token(Token = "0x40008AD")] public LinearColor color; // Token: 0x040008AE RID: 2222 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40008AE")] public LinearColor indirectColor; // Token: 0x040008AF RID: 2223 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40008AF")] public float range; // Token: 0x040008B0 RID: 2224 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40008B0")] public float sphereRadius; // Token: 0x040008B1 RID: 2225 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x40008B1")] public float coneAngle; // Token: 0x040008B2 RID: 2226 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40008B2")] public float innerConeAngle; // Token: 0x040008B3 RID: 2227 [FieldOffset(Offset = "0x54")] [Token(Token = "0x40008B3")] public FalloffType falloff; // Token: 0x040008B4 RID: 2228 [FieldOffset(Offset = "0x55")] [Token(Token = "0x40008B4")] public AngularFalloffType angularFalloff; } }