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

37 lines
830 B
C#

using System;
using Cpp2IlInjected;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000030 RID: 48
[Token(Token = "0x200002A")]
public struct BinnableLight
{
// Token: 0x04000114 RID: 276
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x40000F1")]
public LightType lightType;
// Token: 0x04000115 RID: 277
[FieldOffset(Offset = "0x4")]
[Token(Token = "0x40000F2")]
public float4x4 localToWorld;
// Token: 0x04000116 RID: 278
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x40000F3")]
public float approxIntensity;
// Token: 0x04000117 RID: 279
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x40000F4")]
public float range;
// Token: 0x04000118 RID: 280
[FieldOffset(Offset = "0x4C")]
[Token(Token = "0x40000F5")]
public float spotAngle;
}
}