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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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