using System; using System.Collections.Generic; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal { // Token: 0x0200002A RID: 42 [Token(Token = "0x2000026")] public static class DrawToPersistentBufferUtility { // Token: 0x1700005C RID: 92 // (get) Token: 0x06000095 RID: 149 RVA: 0x00002052 File Offset: 0x00000252 [Token(Token = "0x1700005C")] public static IList Passes { [Token(Token = "0x6000091")] [Address(RVA = "0x19CD750", Offset = "0x19CC550", VA = "0x1819CD750")] get { return null; } } // Token: 0x06000096 RID: 150 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000092")] [Address(RVA = "0x19CD610", Offset = "0x19CC410", VA = "0x1819CD610")] public static void EnqueuePassForNextRender(ScriptableRenderPass pass) { } // Token: 0x06000097 RID: 151 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000093")] [Address(RVA = "0x19CD5A0", Offset = "0x19CC3A0", VA = "0x1819CD5A0")] public static void Clear() { } // Token: 0x040000CA RID: 202 [Token(Token = "0x40000B0")] private const RenderPassEvent RENDER_PASS_EVENT = RenderPassEvent.BeforeRenderingShadows; // Token: 0x040000CB RID: 203 [Token(Token = "0x40000B1")] private static readonly List passes; } }