79 lines
2.0 KiB
C#
79 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Cpp2IlInjected;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000081 RID: 129
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[Token(Token = "0x2000073")]
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[MovedFrom("UnityEngine.Rendering.LWRP")]
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public struct ShadowData
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{
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// Token: 0x0400029F RID: 671
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000263")]
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public bool supportsMainLightShadows;
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// Token: 0x040002A0 RID: 672
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[FieldOffset(Offset = "0x1")]
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[Token(Token = "0x4000264")]
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public bool requiresScreenSpaceShadowResolve;
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// Token: 0x040002A1 RID: 673
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[FieldOffset(Offset = "0x4")]
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[Token(Token = "0x4000265")]
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public int mainLightShadowmapWidth;
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// Token: 0x040002A2 RID: 674
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[FieldOffset(Offset = "0x8")]
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[Token(Token = "0x4000266")]
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public int mainLightShadowmapHeight;
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// Token: 0x040002A3 RID: 675
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[FieldOffset(Offset = "0xC")]
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[Token(Token = "0x4000267")]
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public int mainLightShadowCascadesCount;
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// Token: 0x040002A4 RID: 676
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4000268")]
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public Vector3 mainLightShadowCascadesSplit;
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// Token: 0x040002A5 RID: 677
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[FieldOffset(Offset = "0x1C")]
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[Token(Token = "0x4000269")]
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public bool supportsAdditionalLightShadows;
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// Token: 0x040002A6 RID: 678
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x400026A")]
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public int additionalLightsShadowmapWidth;
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// Token: 0x040002A7 RID: 679
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x400026B")]
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public int additionalLightsShadowmapHeight;
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// Token: 0x040002A8 RID: 680
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[FieldOffset(Offset = "0x28")]
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[Token(Token = "0x400026C")]
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public bool supportsSoftShadows;
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// Token: 0x040002A9 RID: 681
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[FieldOffset(Offset = "0x2C")]
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[Token(Token = "0x400026D")]
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public int shadowmapDepthBufferBits;
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// Token: 0x040002AA RID: 682
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x400026E")]
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public List<Vector4> bias;
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// Token: 0x040002AB RID: 683
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[FieldOffset(Offset = "0x38")]
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[Token(Token = "0x400026F")]
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public List<float> sampleBiasList;
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}
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}
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