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+112
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using System;
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using System.Runtime.CompilerServices;
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using Cpp2IlInjected;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Token: 0x02000093 RID: 147
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[Token(Token = "0x2000081")]
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public class DepthOnlyPass : ScriptableRenderPass
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{
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// Token: 0x170000A9 RID: 169
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// (get) Token: 0x06000279 RID: 633 RVA: 0x000035E8 File Offset: 0x000017E8
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// (set) Token: 0x0600027A RID: 634 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x170000A8")]
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private RenderTargetHandle depthAttachmentHandle
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{
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[Token(Token = "0x6000262")]
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[Address(RVA = "0x567210", Offset = "0x566010", VA = "0x180567210")]
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[CompilerGenerated]
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get
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{
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return default(RenderTargetHandle);
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}
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[Token(Token = "0x6000263")]
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[Address(RVA = "0x5674B0", Offset = "0x5662B0", VA = "0x1805674B0")]
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[CompilerGenerated]
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set
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{
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}
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}
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// Token: 0x170000AA RID: 170
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// (get) Token: 0x0600027B RID: 635 RVA: 0x00003600 File Offset: 0x00001800
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// (set) Token: 0x0600027C RID: 636 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x170000A9")]
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internal RenderTextureDescriptor descriptor
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{
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[Token(Token = "0x6000264")]
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[Address(RVA = "0x19CCEB0", Offset = "0x19CBCB0", VA = "0x1819CCEB0")]
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[CompilerGenerated]
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get
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{
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return default(RenderTextureDescriptor);
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}
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[Token(Token = "0x6000265")]
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[Address(RVA = "0x19CCEE0", Offset = "0x19CBCE0", VA = "0x1819CCEE0")]
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[CompilerGenerated]
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private set
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{
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}
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}
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// Token: 0x0600027D RID: 637 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000266")]
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[Address(RVA = "0x19CCD70", Offset = "0x19CBB70", VA = "0x1819CCD70")]
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public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
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{
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}
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// Token: 0x0600027E RID: 638 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000267")]
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[Address(RVA = "0x19CCD00", Offset = "0x19CBB00", VA = "0x1819CCD00")]
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
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{
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}
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// Token: 0x0600027F RID: 639 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000268")]
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[Address(RVA = "0x19CC8A0", Offset = "0x19CB6A0", VA = "0x1819CC8A0", Slot = "4")]
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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}
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// Token: 0x06000280 RID: 640 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x6000269")]
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[Address(RVA = "0x19CC990", Offset = "0x19CB790", VA = "0x1819CC990", Slot = "7")]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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// Token: 0x06000281 RID: 641 RVA: 0x00002050 File Offset: 0x00000250
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[Token(Token = "0x600026A")]
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[Address(RVA = "0x19CCC00", Offset = "0x19CBA00", VA = "0x1819CCC00", Slot = "5")]
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public override void FrameCleanup(CommandBuffer cmd)
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{
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}
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// Token: 0x04000371 RID: 881
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[FieldOffset(Offset = "0x68")]
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[Token(Token = "0x4000302")]
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private int kDepthBufferBits;
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// Token: 0x04000374 RID: 884
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[FieldOffset(Offset = "0xA4")]
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[Token(Token = "0x4000305")]
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private FilteringSettings m_FilteringSettings;
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// Token: 0x04000375 RID: 885
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[Token(Token = "0x4000306")]
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private const string m_ProfilerTag = "Depth Prepass";
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// Token: 0x04000376 RID: 886
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[FieldOffset(Offset = "0xC0")]
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[Token(Token = "0x4000307")]
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private ProfilingSampler m_ProfilingSampler;
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// Token: 0x04000377 RID: 887
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[FieldOffset(Offset = "0xC8")]
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[Token(Token = "0x4000308")]
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private ShaderTagId m_ShaderTagId;
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}
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}
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