| Edge CreateEdge(int triangleIndexA, int triangleIndexB, List<UnityEngine.Vector3> vertices, List<System.Int32> triangles) | PrivateStatic | — | 0x1C |
| void PopulateEdgeArray(List<UnityEngine.Vector3> vertices, List<System.Int32> triangles, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edges) | PrivateStatic | — | 0x08 |
| bool IsOutsideEdge(int edgeIndex, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edgesToProcess) | PrivateStatic | — | 0x08 |
| void SortEdges(List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edgesToProcess) | PrivateStatic | — | 0x08 |
| void CreateShadowTriangles(List<UnityEngine.Vector3> vertices, List<UnityEngine.Color> colors, List<System.Int32> triangles, List<UnityEngine.Vector4> tangents, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edges) | PrivateStatic | — | 0x08 |
| object InterpCustomVertexData(const Vec3& position, const object[]& data, const float[]& weights) | PrivateStatic | — | 0x0C |
| void InitializeTangents(int tangentsToAdd, List<UnityEngine.Vector4> tangents) | PrivateStatic | — | 0x08 |
| Bounds CalculateLocalBounds(const Vector3[]& inVertices) | Static+1 flags | — | 0x18 |
| Bounds GenerateShadowMesh(Mesh mesh, const Vector3[]& shapePath) | PublicStatic | — | 0x18 |
| void .ctor() | Public+1 flags | — | 0x00 |