Files
Aug2021-Cpp2IL-Dump/Unity.RenderPipelines.Universal.Runtime/UnityEngine/Rendering/Universal/CalculateVoxelPoints.cs
T
2026-04-10 22:50:51 +02:00

41 lines
986 B
C#

using System;
using Cpp2IlInjected;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
// Token: 0x02000032 RID: 50
[Token(Token = "0x200002C")]
[BurstCompile]
public struct CalculateVoxelPoints : IJobParallelFor
{
// Token: 0x060000B5 RID: 181 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60000AD")]
[Address(RVA = "0x19C86C0", Offset = "0x19C74C0", VA = "0x1819C86C0", Slot = "4")]
public void Execute(int index)
{
}
// Token: 0x0400011B RID: 283
[FieldOffset(Offset = "0x0")]
[Token(Token = "0x40000F8")]
[WriteOnly]
public NativeArray<float3> voxelPoints;
// Token: 0x0400011C RID: 284
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x40000F9")]
[ReadOnly]
public float3 worldVolumeMinCorner;
// Token: 0x0400011D RID: 285
[FieldOffset(Offset = "0x1C")]
[Token(Token = "0x40000FA")]
[ReadOnly]
public float3 worldVolumeMaxCorner;
}
}