using System; using Cpp2IlInjected; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal { // Token: 0x0200006B RID: 107 [Token(Token = "0x2000060")] [MovedFrom("UnityEngine.Rendering.LWRP")] public static class ShaderUtils { // Token: 0x060001AC RID: 428 RVA: 0x00002052 File Offset: 0x00000252 [Token(Token = "0x600019C")] [Address(RVA = "0x1F318F0", Offset = "0x1F306F0", VA = "0x181F318F0")] public static string GetShaderPath(ShaderPathID id) { return null; } // Token: 0x060001AD RID: 429 RVA: 0x00002FA0 File Offset: 0x000011A0 [Token(Token = "0x600019D")] [Address(RVA = "0x1F31810", Offset = "0x1F30610", VA = "0x181F31810")] public static ShaderPathID GetEnumFromPath(string path) { return ShaderPathID.Lit; } // Token: 0x060001AE RID: 430 RVA: 0x00002FB8 File Offset: 0x000011B8 [Token(Token = "0x600019E")] [Address(RVA = "0x1F31980", Offset = "0x1F30780", VA = "0x181F31980")] public static bool IsLWShader(Shader shader) { return default(bool); } // Token: 0x04000211 RID: 529 [Token(Token = "0x40001DF")] private static readonly string[] s_ShaderPaths; } }