| bool CheckForChange(const LightType& a, ref LightType& b) | PublicStatic | | 0x04 |
| bool CheckForChange(int a, ref int& b) | PublicStatic | | 0x04 |
| bool CheckForChange(float a, ref float& b) | PublicStatic | | 0x04 |
| bool CheckForChange(bool a, ref bool& b) | PublicStatic | | 0x01 |
| bool TestPivot(List<UnityEngine.Rendering.Universal.IntPoint> path, int activePoint, long lastPoint) | PrivateStatic | | 0x08 |
| List<UnityEngine.Rendering.Universal.IntPoint> DegeneratePivots(List<UnityEngine.Rendering.Universal.IntPoint> path, List<UnityEngine.Rendering.Universal.IntPoint> inPath, ref int& interiorStart) | PrivateStatic | | 0x08 |
| List<UnityEngine.Rendering.Universal.IntPoint> SortPivots(List<UnityEngine.Rendering.Universal.IntPoint> outPath, List<UnityEngine.Rendering.Universal.IntPoint> inPath) | PrivateStatic | | 0x08 |
| List<UnityEngine.Rendering.Universal.IntPoint> FixPivots(List<UnityEngine.Rendering.Universal.IntPoint> outPath, List<UnityEngine.Rendering.Universal.IntPoint> inPath, ref int& interiorStart) | PrivateStatic | | 0x08 |
| List<UnityEngine.Vector2> GetOutlinePath(const Vector3[]& shapePath, float offsetDistance) | Static+1 flags | | 0x08 |
| void TransferToMesh(const NativeArray<UnityEngine.Rendering.Universal.LightUtility.LightMeshVertex>& vertices, int vertexCount, const NativeArray<System.UInt16>& indices, int indexCount, Light2D light) | PrivateStatic | | 0x10 |
| Bounds GenerateShapeMesh(Light2D light, const Vector3[]& shapePath, float falloffDistance) | PublicStatic | | 0x18 |
| Bounds GenerateParametricMesh(Light2D light, float radius, float falloffDistance, float angle, int sides) | PublicStatic | | 0x18 |
| Bounds GenerateSpriteMesh(Light2D light, Sprite sprite) | PublicStatic | | 0x18 |
| int GetShapePathHash(const Vector3[]& path) | PublicStatic | | 0x08 |