using System; using System.Collections.Generic; using Cpp2IlInjected; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal { // Token: 0x02000081 RID: 129 [Token(Token = "0x2000073")] [MovedFrom("UnityEngine.Rendering.LWRP")] public struct ShadowData { // Token: 0x0400029F RID: 671 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000263")] public bool supportsMainLightShadows; // Token: 0x040002A0 RID: 672 [FieldOffset(Offset = "0x1")] [Token(Token = "0x4000264")] public bool requiresScreenSpaceShadowResolve; // Token: 0x040002A1 RID: 673 [FieldOffset(Offset = "0x4")] [Token(Token = "0x4000265")] public int mainLightShadowmapWidth; // Token: 0x040002A2 RID: 674 [FieldOffset(Offset = "0x8")] [Token(Token = "0x4000266")] public int mainLightShadowmapHeight; // Token: 0x040002A3 RID: 675 [FieldOffset(Offset = "0xC")] [Token(Token = "0x4000267")] public int mainLightShadowCascadesCount; // Token: 0x040002A4 RID: 676 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000268")] public Vector3 mainLightShadowCascadesSplit; // Token: 0x040002A5 RID: 677 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x4000269")] public bool supportsAdditionalLightShadows; // Token: 0x040002A6 RID: 678 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400026A")] public int additionalLightsShadowmapWidth; // Token: 0x040002A7 RID: 679 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400026B")] public int additionalLightsShadowmapHeight; // Token: 0x040002A8 RID: 680 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400026C")] public bool supportsSoftShadows; // Token: 0x040002A9 RID: 681 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400026D")] public int shadowmapDepthBufferBits; // Token: 0x040002AA RID: 682 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400026E")] public List bias; // Token: 0x040002AB RID: 683 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400026F")] public List sampleBiasList; } }