| NativeArray<System.UInt16> get_skyOcclusionDataL0L1() | Public+1 flags | | 0x10 |
| void set_skyOcclusionDataL0L1(const NativeArray<System.UInt16>& value) | 2 flags | | 0x10 |
| NativeArray<System.Byte> get_skyShadingDirectionIndices() | Public+1 flags | | 0x10 |
| void set_skyShadingDirectionIndices(const NativeArray<System.Byte>& value) | 2 flags | | 0x10 |
| 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<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 |
| NativeArray<System.Byte> get_layer() | Public+1 flags | | 0x10 |
| void set_layer(const NativeArray<System.Byte>& value) | 2 flags | | 0x10 |
| void CleanupPerScenarioData(ref PerScenarioData& data) | Public | | 0x80 |
| void Cleanup(bool cleanScenarioList) | Public | | 0x01 |
| void .ctor() | Public+1 flags | | 0x00 |