using System; using System.Runtime.CompilerServices; using Cpp2IlInjected; namespace UnityEngine.Rendering.Universal.Internal { // Token: 0x02000093 RID: 147 [Token(Token = "0x2000081")] public class DepthOnlyPass : ScriptableRenderPass { // Token: 0x170000A9 RID: 169 // (get) Token: 0x06000279 RID: 633 RVA: 0x000035E8 File Offset: 0x000017E8 // (set) Token: 0x0600027A RID: 634 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x170000A8")] private RenderTargetHandle depthAttachmentHandle { [Token(Token = "0x6000262")] [Address(RVA = "0x567210", Offset = "0x566010", VA = "0x180567210")] [CompilerGenerated] get { return default(RenderTargetHandle); } [Token(Token = "0x6000263")] [Address(RVA = "0x5674B0", Offset = "0x5662B0", VA = "0x1805674B0")] [CompilerGenerated] set { } } // Token: 0x170000AA RID: 170 // (get) Token: 0x0600027B RID: 635 RVA: 0x00003600 File Offset: 0x00001800 // (set) Token: 0x0600027C RID: 636 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x170000A9")] internal RenderTextureDescriptor descriptor { [Token(Token = "0x6000264")] [Address(RVA = "0x19CCEB0", Offset = "0x19CBCB0", VA = "0x1819CCEB0")] [CompilerGenerated] get { return default(RenderTextureDescriptor); } [Token(Token = "0x6000265")] [Address(RVA = "0x19CCEE0", Offset = "0x19CBCE0", VA = "0x1819CCEE0")] [CompilerGenerated] private set { } } // Token: 0x0600027D RID: 637 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000266")] [Address(RVA = "0x19CCD70", Offset = "0x19CBB70", VA = "0x1819CCD70")] public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask) { } // Token: 0x0600027E RID: 638 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000267")] [Address(RVA = "0x19CCD00", Offset = "0x19CBB00", VA = "0x1819CCD00")] public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) { } // Token: 0x0600027F RID: 639 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000268")] [Address(RVA = "0x19CC8A0", Offset = "0x19CB6A0", VA = "0x1819CC8A0", Slot = "4")] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { } // Token: 0x06000280 RID: 640 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x6000269")] [Address(RVA = "0x19CC990", Offset = "0x19CB790", VA = "0x1819CC990", Slot = "7")] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { } // Token: 0x06000281 RID: 641 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x600026A")] [Address(RVA = "0x19CCC00", Offset = "0x19CBA00", VA = "0x1819CCC00", Slot = "5")] public override void FrameCleanup(CommandBuffer cmd) { } // Token: 0x04000371 RID: 881 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000302")] private int kDepthBufferBits; // Token: 0x04000374 RID: 884 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x4000305")] private FilteringSettings m_FilteringSettings; // Token: 0x04000375 RID: 885 [Token(Token = "0x4000306")] private const string m_ProfilerTag = "Depth Prepass"; // Token: 0x04000376 RID: 886 [FieldOffset(Offset = "0xC0")] [Token(Token = "0x4000307")] private ProfilingSampler m_ProfilingSampler; // Token: 0x04000377 RID: 887 [FieldOffset(Offset = "0xC8")] [Token(Token = "0x4000308")] private ShaderTagId m_ShaderTagId; } }