| int get_batchLightMod() | PrivateStatic+1 flags | | 0x04 |
| float get_batchRunningIndex() | PrivateStatic+1 flags | | 0x04 |
| bool get_isBatchingSupported() | PublicStatic+1 flags | | 0x01 |
| NativeArray<UnityEngine.Rendering.Universal.PerLight2D> get_nativeBuffer() | 2 flags | | 0x10 |
| GraphicsBuffer get_graphicsBuffer() | 2 flags | | 0x08 |
| NativeArray<System.Int32> get_lightMarker() | 2 flags | | 0x10 |
| PerLight2D GetLight(int index) | 1 flags | | 0x80 |
| int get_batchSlotIndex() | Static+2 flags | | 0x04 |
| void SetLight(int index, const PerLight2D& light) | 1 flags | | 0x80 |
| float GetBatchColor() | Static+1 flags | | 0x04 |
| int GetBatchSlotIndex(float channelColor) | Static+1 flags | | 0x04 |
| int Hash(Light2D light, Material material) | PrivateStatic | | 0x08 |
| void Validate() | Private | | 0x00 |
| void OnAssemblyReload() | Private | | 0x00 |
| void ResetInternals() | Private | | 0x00 |
| void SetBuffer() | Private | | 0x00 |
| int SlotIndex(int x) | 1 flags | | 0x04 |
| void Reset() | 1 flags | | 0x00 |
| bool CanBatch(Light2D light, Material material, int index, ref int& lightHash) | 1 flags | | 0x08 |
| bool AddBatch(Light2D light, Material material, const Matrix4x4& mat, Mesh mesh, int subset, int lightHash, int index) | 1 flags | | 0x40 |
| void Flush(RasterCommandBuffer cmd) | 1 flags | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |