oh dear
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@@ -0,0 +1,65 @@
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using System;
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using Cpp2IlInjected;
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namespace UnityEngine.Experimental.GlobalIllumination
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{
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// Token: 0x020002A2 RID: 674
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[Token(Token = "0x20002A2")]
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public struct RectangleLight
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{
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// Token: 0x040008B5 RID: 2229
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[FieldOffset(Offset = "0x0")]
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[Token(Token = "0x40008B5")]
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public int instanceID;
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// Token: 0x040008B6 RID: 2230
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[FieldOffset(Offset = "0x4")]
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[Token(Token = "0x40008B6")]
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public bool shadow;
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// Token: 0x040008B7 RID: 2231
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[FieldOffset(Offset = "0x5")]
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[Token(Token = "0x40008B7")]
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public LightMode mode;
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// Token: 0x040008B8 RID: 2232
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[FieldOffset(Offset = "0x8")]
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[Token(Token = "0x40008B8")]
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public Vector3 position;
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// Token: 0x040008B9 RID: 2233
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[FieldOffset(Offset = "0x14")]
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[Token(Token = "0x40008B9")]
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public Quaternion orientation;
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// Token: 0x040008BA RID: 2234
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[FieldOffset(Offset = "0x24")]
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[Token(Token = "0x40008BA")]
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public LinearColor color;
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// Token: 0x040008BB RID: 2235
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[FieldOffset(Offset = "0x34")]
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[Token(Token = "0x40008BB")]
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public LinearColor indirectColor;
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// Token: 0x040008BC RID: 2236
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[FieldOffset(Offset = "0x44")]
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[Token(Token = "0x40008BC")]
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public float range;
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// Token: 0x040008BD RID: 2237
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[FieldOffset(Offset = "0x48")]
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[Token(Token = "0x40008BD")]
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public float width;
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// Token: 0x040008BE RID: 2238
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[FieldOffset(Offset = "0x4C")]
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[Token(Token = "0x40008BE")]
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public float height;
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// Token: 0x040008BF RID: 2239
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[FieldOffset(Offset = "0x50")]
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[Token(Token = "0x40008BF")]
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public FalloffType falloff;
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}
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}
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