| NativeArray<UnityEngine.Rendering.ProbeBrickIndex.Brick> get_bricks() | Public+1 flags | | 0x10 |
| void set_bricks(const NativeArray<UnityEngine.Rendering.ProbeBrickIndex.Brick>& value) | 2 flags | | 0x10 |
| NativeArray<System.Byte> get_validityNeighMaskData() | Public+1 flags | | 0x10 |
| void set_validityNeighMaskData(const NativeArray<System.Byte>& value) | 2 flags | | 0x10 |
| NativeArray<UnityEngine.Vector3> get_probePositions() | Public+1 flags | | 0x10 |
| void set_probePositions(const NativeArray<UnityEngine.Vector3>& value) | 2 flags | | 0x10 |
| NativeArray<System.Single> get_touchupVolumeInteraction() | Public+1 flags | | 0x10 |
| void set_touchupVolumeInteraction(const NativeArray<System.Single>& value) | 2 flags | | 0x10 |
| NativeArray<UnityEngine.Vector3> get_offsetVectors() | Public+1 flags | | 0x10 |
| void set_offsetVectors(const NativeArray<UnityEngine.Vector3>& value) | 2 flags | | 0x10 |
| NativeArray<System.Single> get_validity() | Public+1 flags | | 0x10 |
| void set_validity(const NativeArray<System.Single>& value) | 2 flags | | 0x10 |
| PerScenarioData get_bakingScenario() | Public+1 flags | | 0x70 |
| void .ctor() | Public+1 flags | | 0x00 |