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@@ -0,0 +1,20 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x02000005 RID: 5
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internal class AddressAttribute : Attribute
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{
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// Token: 0x04000008 RID: 8
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public string RVA;
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// Token: 0x04000009 RID: 9
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public string Offset;
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// Token: 0x0400000A RID: 10
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public string VA;
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// Token: 0x0400000B RID: 11
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public string Slot;
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}
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}
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+14
@@ -0,0 +1,14 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x0200000A RID: 10
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internal class AnalysisFailedException : Exception
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{
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// Token: 0x06000006 RID: 6 RVA: 0x00002058 File Offset: 0x00000258
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public AnalysisFailedException(string message)
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: base(message)
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{
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}
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}
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}
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@@ -0,0 +1,17 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x02000007 RID: 7
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internal class AttributeAttribute : Attribute
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{
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// Token: 0x0400000D RID: 13
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public string Name;
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// Token: 0x0400000E RID: 14
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public string RVA;
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// Token: 0x0400000F RID: 15
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public string Offset;
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}
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}
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@@ -0,0 +1,11 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x02000006 RID: 6
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internal class FieldOffsetAttribute : Attribute
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{
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// Token: 0x0400000C RID: 12
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public string Offset;
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}
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}
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+11
@@ -0,0 +1,11 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x02000008 RID: 8
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internal class MetadataOffsetAttribute : Attribute
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{
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// Token: 0x04000010 RID: 16
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public string Offset;
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}
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}
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@@ -0,0 +1,11 @@
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using System;
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namespace Cpp2IlInjected
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{
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// Token: 0x02000009 RID: 9
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internal class TokenAttribute : Attribute
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{
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// Token: 0x04000011 RID: 17
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public string Token;
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}
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}
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@@ -0,0 +1,4 @@
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using System;
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using System.Reflection;
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[assembly: AssemblyVersion("0.0.0.0")]
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+64
@@ -0,0 +1,64 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{6964D65D-0CBB-4C42-A997-2E6589744D6D}</ProjectGuid>
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<OutputType>Library</OutputType>
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<RootNamespace>Unity.RenderPipeline.Universal.ShaderLibrary</RootNamespace>
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<AssemblyName>Unity.RenderPipeline.Universal.ShaderLibrary</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoStdLib>true</NoStdLib>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoStdLib>true</NoStdLib>
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</PropertyGroup>
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<ItemGroup />
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<ItemGroup>
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<AppDesigner Include="Properties\" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Cpp2IlInjected\AddressAttribute.cs" />
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<Compile Include="Cpp2IlInjected\AnalysisFailedException.cs" />
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<Compile Include="Cpp2IlInjected\AttributeAttribute.cs" />
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<Compile Include="Cpp2IlInjected\FieldOffsetAttribute.cs" />
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<Compile Include="Cpp2IlInjected\MetadataOffsetAttribute.cs" />
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<Compile Include="Cpp2IlInjected\TokenAttribute.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="UnityEngine\Rendering\Universal\ShaderInput.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\mscorlib\mscorlib.csproj">
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<Project>{6964d65d-0cbb-4c42-a997-2e6589744d25}</Project>
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<Name>mscorlib</Name>
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</ProjectReference>
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<ProjectReference Include="..\Unity.RenderPipelines.Core.Runtime\Unity.RenderPipelines.Core.Runtime.csproj">
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<Project>{6964d65d-0cbb-4c42-a997-2e6589744d6e}</Project>
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<Name>Unity.RenderPipelines.Core.Runtime</Name>
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</ProjectReference>
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<ProjectReference Include="..\UnityEngine.CoreModule\UnityEngine.CoreModule.csproj">
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<Project>{6964d65d-0cbb-4c42-a997-2e6589744d7c}</Project>
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<Name>UnityEngine.CoreModule</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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+57
@@ -0,0 +1,57 @@
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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal
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{
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// Token: 0x02000002 RID: 2
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[Token(Token = "0x2000002")]
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public static class ShaderInput
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{
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// Token: 0x02000003 RID: 3
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[Token(Token = "0x2000003")]
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[GenerateHLSL(PackingRules.Exact, false, false, false, 1, false, false)]
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public struct LightData
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{
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// Token: 0x04000001 RID: 1
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000001")]
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public Vector4 position;
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// Token: 0x04000002 RID: 2
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[FieldOffset(Offset = "0x10")]
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[Token(Token = "0x4000002")]
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public Vector4 color;
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// Token: 0x04000003 RID: 3
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[FieldOffset(Offset = "0x20")]
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[Token(Token = "0x4000003")]
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public Vector4 attenuation;
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// Token: 0x04000004 RID: 4
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[FieldOffset(Offset = "0x30")]
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[Token(Token = "0x4000004")]
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public Vector4 spotDirection;
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// Token: 0x04000005 RID: 5
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000005")]
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public Vector4 occlusionProbeChannels;
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}
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// Token: 0x02000004 RID: 4
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[Token(Token = "0x2000004")]
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[GenerateHLSL(PackingRules.Exact, false, false, false, 1, false, false)]
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public struct ShadowData
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{
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// Token: 0x04000006 RID: 6
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x4000006")]
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public Matrix4x4 worldToShadowMatrix;
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// Token: 0x04000007 RID: 7
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[FieldOffset(Offset = "0x40")]
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[Token(Token = "0x4000007")]
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public Vector4 shadowParams;
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}
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}
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}
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