Files
Apr2020-Cpp2Il-Dump/Unity.RenderPipelines.Universal.Runtime/UnityEngine/Rendering/Universal/BinPerLightJob.cs
T
niko 8fc35183db a
2026-04-11 22:19:20 +02:00

91 lines
2.9 KiB
C#

using System;
using Cpp2IlInjected;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000033 RID: 51
[Token(Token = "0x200002D")]
[BurstCompile]
public struct BinPerLightJob : IJobParallelFor
{
// Token: 0x060000B6 RID: 182 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000AE")]
[Address(RVA = "0x19C5160", Offset = "0x19C3F60", VA = "0x1819C5160", Slot = "4")]
public void Execute(int lightIdx)
{
}
// Token: 0x060000B7 RID: 183 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000AF")]
[Address(RVA = "0x19C4B30", Offset = "0x19C3930", VA = "0x1819C4B30")]
private void AddPointLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float lightIntensity, float lightRange)
{
}
// Token: 0x060000B8 RID: 184 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000B0")]
[Address(RVA = "0x19C4D50", Offset = "0x19C3B50", VA = "0x1819C4D50")]
private void AddSpotLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float3 expandedLightPos, float3 lightForward, float lightIntensity, float lightBaseRadius, float lightRange, float expandedLightRange)
{
}
// Token: 0x060000B9 RID: 185 RVA: 0x00002778 File Offset: 0x00000978
[Token(Token = "0x60000B1")]
[Address(RVA = "0x19C5800", Offset = "0x19C4600", VA = "0x1819C5800")]
private float PointLightIntensity(float approxIntensity)
{
return 0f;
}
// Token: 0x060000BA RID: 186 RVA: 0x00002790 File Offset: 0x00000990
[Token(Token = "0x60000B2")]
[Address(RVA = "0x19C5780", Offset = "0x19C4580", VA = "0x1819C5780")]
private float LinearAttenuation(float3 voxelCenter, float3 lightPos, float lightRange)
{
return 0f;
}
// Token: 0x060000BB RID: 187 RVA: 0x000027A8 File Offset: 0x000009A8
[Token(Token = "0x60000B3")]
[Address(RVA = "0x19C5080", Offset = "0x19C3E80", VA = "0x1819C5080")]
private float AngularAttenuation(float3 voxelCenter, float3 lightPos, float3 lightForward, float lightBaseRadius, float lightRange)
{
return 0f;
}
// Token: 0x0400011E RID: 286
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x40000FB")]
[ReadOnly]
public NativeArray<BinnableLight> lights;
// Token: 0x0400011F RID: 287
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x40000FC")]
[ReadOnly]
public NativeArray<float3> voxelPoints;
// Token: 0x04000120 RID: 288
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x40000FD")]
[ReadOnly]
public float3 worldVolumeMinCorner;
// Token: 0x04000121 RID: 289
[FieldOffset(Offset = "0x2C")]
[Token(Token = "0x40000FE")]
[ReadOnly]
public float3 worldVolumeMaxCorner;
// Token: 0x04000122 RID: 290
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x40000FF")]
[WriteOnly]
public NativeMultiHashMap<ushort, LightInBin>.ParallelWriter clusteredLightIndices;
}
}