using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; namespace UnityEngine.Rendering.Universal { // Token: 0x02000034 RID: 52 [Token(Token = "0x200002E")] [BurstCompile] public struct BinPerVoxelJob : IJobParallelForBatch { // Token: 0x060000BC RID: 188 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B4")] [Address(RVA = "0x19C5990", Offset = "0x19C4790", VA = "0x1819C5990", Slot = "4")] public void Execute(int voxelStartIdx, int voxelCapacity) { } // Token: 0x060000BD RID: 189 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B5")] [Address(RVA = "0x19C5820", Offset = "0x19C4620", VA = "0x1819C5820")] private void AddLight(int lightingStartIdx, ushort lightsInCurrentVoxel, int lightCapacity, LightInBin lightInVoxelData) { } // Token: 0x04000123 RID: 291 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000100")] [ReadOnly] public NativeMultiHashMap clusteredLightIndices; // Token: 0x04000124 RID: 292 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4000101")] [ReadOnly] public uint lightCount; // Token: 0x04000125 RID: 293 [FieldOffset(Offset = "0x14")] [Token(Token = "0x4000102")] [ReadOnly] public int headerSize; // Token: 0x04000126 RID: 294 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4000103")] [WriteOnly] public NativeArray voxels; // Token: 0x04000127 RID: 295 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000104")] public NativeArray importances; } }