| int GetNextShapeStart(int currentShape, const Int32*& inShapeStartingEdgePtr, int inShapeStartingEdgeLength, int maxValue) | PrivateStatic | | 0x04 |
| void CalculateProjectionInfo(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<UnityEngine.Vector2>& outProjectionInfo) | Static+1 flags | | 0x10 |
| void CalculateVertices(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Vector2>& inEdgeOtherPoints, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outMeshVertices) | Static+1 flags | | 0x10 |
| void CalculateTriangles(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<System.Int32>& outMeshIndices) | Static+1 flags | | 0x10 |
| void CalculateLocalBounds(ref NativeArray<UnityEngine.Vector3>& inVertices, ref Bounds& retBounds) | Static+1 flags | | 0x18 |
| void GenerateInteriorMesh(ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& inVertices, ref NativeArray<System.Int32>& inIndices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outVertices, ref NativeArray<System.Int32>& outIndices, ref int& outStartIndex, ref int& outIndexCount) | PrivateStatic | | 0x10 |
| Bounds GenerateShadowMesh(Mesh mesh, const NativeArray<UnityEngine.Vector3>& inVertices, const NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, const NativeArray<System.Int32>& inShapeStartingEdge, const NativeArray<System.Boolean>& inShapeIsClosedArray, bool allowContraction, bool fill, const OutlineTopology& topology) | PublicStatic | | 0x18 |
| void CalculateEdgesFromLines(ref NativeArray<System.Int32>& indices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray) | PublicStatic | | 0x10 |
| void GetVertexReferenceStats(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& edges, int vertexCount, ref bool& hasReusedVertices, ref int& newVertexCount, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.RemappingInfo>& remappingInfo) | Static+1 flags | | 0x10 |
| bool IsTriangleReversed(const NativeArray<UnityEngine.Vector3>& vertices, int idx0, int idx1, int idx2) | PublicStatic | | 0x10 |
| void CalculateEdgesFromTriangles(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<System.Int32>& indices, bool duplicatesVertices, ref NativeArray<UnityEngine.Vector3>& newVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray) | PublicStatic | | 0x10 |
| void ReverseWindingOrder(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inOutSortedEdges) | PublicStatic | | 0x10 |
| int GetClosedPathCount(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray) | PrivateStatic | | 0x10 |
| void GetPathInfo(const NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, const NativeArray<System.Int32>& inShapeStartingEdge, const NativeArray<System.Boolean>& inShapeIsClosedArray, ref int& closedPathArrayCount, ref int& closedPathsCount, ref int& openPathArrayCount, ref int& openPathsCount) | PrivateStatic | | 0x10 |
| void ClipEdges(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, float contractEdge, ref NativeArray<UnityEngine.Vector3>& outVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge) | PublicStatic | | 0x10 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void CalculateProjectionInfo$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<UnityEngine.Vector2>& outProjectionInfo) | Static+1 flags | | 0x10 |
| void CalculateVertices$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Vector2>& inEdgeOtherPoints, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outMeshVertices) | Static+1 flags | | 0x10 |
| void CalculateTriangles$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<System.Int32>& outMeshIndices) | Static+1 flags | | 0x10 |
| void CalculateLocalBounds$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref Bounds& retBounds) | Static+1 flags | | 0x18 |
| void GenerateInteriorMesh$BurstManaged(ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& inVertices, ref NativeArray<System.Int32>& inIndices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outVertices, ref NativeArray<System.Int32>& outIndices, ref int& outStartIndex, ref int& outIndexCount) | Static+1 flags | | 0x10 |
| void CalculateEdgesFromLines$BurstManaged(ref NativeArray<System.Int32>& indices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray) | Static+1 flags | | 0x10 |
| void GetVertexReferenceStats$BurstManaged(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& edges, int vertexCount, ref bool& hasReusedVertices, ref int& newVertexCount, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.RemappingInfo>& remappingInfo) | Static+1 flags | | 0x10 |
| void CalculateEdgesFromTriangles$BurstManaged(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<System.Int32>& indices, bool duplicatesVertices, ref NativeArray<UnityEngine.Vector3>& newVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray) | Static+1 flags | | 0x10 |
| void ReverseWindingOrder$BurstManaged(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inOutSortedEdges) | Static+1 flags | | 0x10 |
| void ClipEdges$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, float contractEdge, ref NativeArray<UnityEngine.Vector3>& outVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge) | Static+1 flags | | 0x10 |