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