using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { // Token: 0x02000032 RID: 50 [Token(Token = "0x200002C")] [BurstCompile] public struct CalculateVoxelPoints : IJobParallelFor { // Token: 0x060000B5 RID: 181 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000AD")] [Address(RVA = "0x19C86C0", Offset = "0x19C74C0", VA = "0x1819C86C0", Slot = "4")] public void Execute(int index) { } // Token: 0x0400011B RID: 283 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40000F8")] [WriteOnly] public NativeArray voxelPoints; // Token: 0x0400011C RID: 284 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40000F9")] [ReadOnly] public float3 worldVolumeMinCorner; // Token: 0x0400011D RID: 285 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x40000FA")] [ReadOnly] public float3 worldVolumeMaxCorner; } }