| Material CreateMaterial(Shader shader, int offset, int pass) | PrivateStatic | | 0x08 |
| Material GetProjectedShadowMaterial(Material material, Func<UnityEngine.Rendering.Universal.Renderer2DResources shaderFunc, int offset, int pass) | PrivateStatic | | 0x08 |
| Material GetProjectedShadowMaterial(Renderer2DData rendererData) | Static+1 flags | | 0x08 |
| Material GetProjectedUnshadowMaterial(Renderer2DData rendererData) | Static+1 flags | | 0x08 |
| Material GetSpriteShadowMaterial(Renderer2DData rendererData) | PrivateStatic | | 0x08 |
| Material GetSpriteUnshadowMaterial(Renderer2DData rendererData) | PrivateStatic | | 0x08 |
| Material GetGeometryShadowMaterial(Renderer2DData rendererData) | PrivateStatic | | 0x08 |
| Material GetGeometryUnshadowMaterial(Renderer2DData rendererData) | PrivateStatic | | 0x08 |
| void CalculateFrustumCornersPerspective(Camera camera, float distance, const NativeArray<UnityEngine.Vector3>& corners) | PrivateStatic | | 0x10 |
| void CalculateFrustumCornersOrthographic(Camera camera, float distance, const NativeArray<UnityEngine.Vector3>& corners) | PrivateStatic | | 0x10 |
| Bounds CalculateWorldSpaceBounds(Camera camera, ILight2DCullResult cullResult) | PrivateStatic | | 0x18 |
| void CallOnBeforeRender(Camera camera, ILight2DCullResult cullResult) | Static+1 flags | | 0x08 |
| void PrerenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch& layer, Light2D light, int shadowIndex, float shadowIntensity) | Static+1 flags | | 0x50 |
| void SetShadowProjectionGlobals(UnsafeCommandBuffer cmdBuffer, ShadowCaster2D shadowCaster, Light2D light) | PrivateStatic | | 0x08 |
| void SetGlobalShadowProp(IRasterCommandBuffer cmdBuffer) | Static+1 flags | | 0x08 |
| bool ShadowCasterIsVisible(ShadowCaster2D shadowCaster) | PrivateStatic | | 0x08 |
| Renderer GetRendererFromCaster(ShadowCaster2D shadowCaster, Light2D light, int layerToRender) | PrivateStatic | | 0x08 |
| void RenderProjectedShadows(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<UnityEngine.Rendering.Universal.ShadowCaster2D> shadowCasters, Material projectedShadowsMaterial, int pass, const ShadowTestType& shadowTestType) | PrivateStatic | | 0x08 |
| int GetRendererSubmeshes(Renderer renderer, ShadowCaster2D shadowCaster2D) | PrivateStatic | | 0x08 |
| void RenderSpriteShadow(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<UnityEngine.Rendering.Universal.ShadowCaster2D> shadowCasters, Material spriteShadowMaterial, Material spriteUnshadowMaterial, Material geometryShadowMaterial, Material geometryUnshadowMaterial, int pass, const ShadowTestType& shadowTestType) | PrivateStatic | | 0x08 |
| bool ShadowTest(const ShadowTestType& shadowTestType, ShadowCaster2D shadowCaster) | Static+1 flags | | 0x08 |
| void RenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch& layer, Light2D light) | PrivateStatic | | 0x50 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |