ZK_Framework/HybridCLRData/StrippedAOTDllsTempProj/StandaloneWindows64/Il2CppOutputProject/Source/Unity.RenderPipeline.Univer...

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5.0 KiB
C++

#include "pch-cpp.hpp"
#ifndef _MSC_VER
# include <alloca.h>
#else
# include <malloc.h>
#endif
#include <limits>
IL2CPP_EXTERN_C_BEGIN
IL2CPP_EXTERN_C_END
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif
// <Module>
struct U3CModuleU3E_tBF95EDE7AC72079FEC40B1A3B57D72418FF75C99
{
};
// UnityEngine.Rendering.Universal.ShaderInput
struct ShaderInput_t048F7464F457883E25851701A5BBF15ADDDABAA3 : public RuntimeObject
{
};
// System.ValueType
struct ValueType_t6D9B272BD21782F0A9A14F2E41F85A50E97A986F : public RuntimeObject
{
};
// Native definition for P/Invoke marshalling of System.ValueType
struct ValueType_t6D9B272BD21782F0A9A14F2E41F85A50E97A986F_marshaled_pinvoke
{
};
// Native definition for COM marshalling of System.ValueType
struct ValueType_t6D9B272BD21782F0A9A14F2E41F85A50E97A986F_marshaled_com
{
};
// UnityEngine.Matrix4x4
struct Matrix4x4_tDB70CF134A14BA38190C59AA700BCE10E2AED3E6
{
// System.Single UnityEngine.Matrix4x4::m00
float ___m00_0;
// System.Single UnityEngine.Matrix4x4::m10
float ___m10_1;
// System.Single UnityEngine.Matrix4x4::m20
float ___m20_2;
// System.Single UnityEngine.Matrix4x4::m30
float ___m30_3;
// System.Single UnityEngine.Matrix4x4::m01
float ___m01_4;
// System.Single UnityEngine.Matrix4x4::m11
float ___m11_5;
// System.Single UnityEngine.Matrix4x4::m21
float ___m21_6;
// System.Single UnityEngine.Matrix4x4::m31
float ___m31_7;
// System.Single UnityEngine.Matrix4x4::m02
float ___m02_8;
// System.Single UnityEngine.Matrix4x4::m12
float ___m12_9;
// System.Single UnityEngine.Matrix4x4::m22
float ___m22_10;
// System.Single UnityEngine.Matrix4x4::m32
float ___m32_11;
// System.Single UnityEngine.Matrix4x4::m03
float ___m03_12;
// System.Single UnityEngine.Matrix4x4::m13
float ___m13_13;
// System.Single UnityEngine.Matrix4x4::m23
float ___m23_14;
// System.Single UnityEngine.Matrix4x4::m33
float ___m33_15;
};
// UnityEngine.Vector4
struct Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3
{
// System.Single UnityEngine.Vector4::x
float ___x_1;
// System.Single UnityEngine.Vector4::y
float ___y_2;
// System.Single UnityEngine.Vector4::z
float ___z_3;
// System.Single UnityEngine.Vector4::w
float ___w_4;
};
// UnityEngine.Rendering.Universal.ShaderInput/LightData
struct LightData_tAC4023737E9903DE3F96B993AA323E062ABCB9ED
{
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/LightData::position
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___position_0;
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/LightData::color
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___color_1;
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/LightData::attenuation
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___attenuation_2;
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/LightData::spotDirection
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___spotDirection_3;
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/LightData::occlusionProbeChannels
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___occlusionProbeChannels_4;
// System.UInt32 UnityEngine.Rendering.Universal.ShaderInput/LightData::layerMask
uint32_t ___layerMask_5;
};
// UnityEngine.Rendering.Universal.ShaderInput/ShadowData
struct ShadowData_t25107BFCD514C4CD90FAC8F07B5DFA940E2E5B67
{
// UnityEngine.Matrix4x4 UnityEngine.Rendering.Universal.ShaderInput/ShadowData::worldToShadowMatrix
Matrix4x4_tDB70CF134A14BA38190C59AA700BCE10E2AED3E6 ___worldToShadowMatrix_0;
// UnityEngine.Vector4 UnityEngine.Rendering.Universal.ShaderInput/ShadowData::shadowParams
Vector4_t58B63D32F48C0DBF50DE2C60794C4676C80EDBE3 ___shadowParams_1;
};
// <Module>
// <Module>
// UnityEngine.Rendering.Universal.ShaderInput
// UnityEngine.Rendering.Universal.ShaderInput
// UnityEngine.Rendering.Universal.ShaderInput/LightData
// UnityEngine.Rendering.Universal.ShaderInput/LightData
// UnityEngine.Rendering.Universal.ShaderInput/ShadowData
// UnityEngine.Rendering.Universal.ShaderInput/ShadowData
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Winvalid-offsetof"
#pragma clang diagnostic ignored "-Wunused-variable"
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif