| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext& context, ref ShadowSliceData& shadowSliceData, ref ShadowDrawingSettings& settings, const Matrix4x4& proj, const Matrix4x4& view) | PublicStatic | | 0x1C8 |
| void RenderShadowSlice(RasterCommandBuffer cmd, ref ShadowSliceData& shadowSliceData, ref RendererList& shadowRendererList, const Matrix4x4& proj, const Matrix4x4& view) | Static+1 flags | | 0x1C8 |
| void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext& context, ref ShadowSliceData& shadowSliceData, ref ShadowDrawingSettings& settings) | PublicStatic | | 0x1C8 |
| int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount) | PublicStatic | | 0x04 |
| void ApplySliceTransform(ref ShadowSliceData& shadowSliceData, int atlasWidth, int atlasHeight) | PublicStatic | | 0x1C8 |
| Vector4 GetShadowBias(ref VisibleLight& shadowLight, int shadowLightIndex, ref ShadowData& shadowData, const Matrix4x4& lightProjectionMatrix, float shadowResolution) | PublicStatic | | 0x74 |
| Vector4 GetShadowBias(ref VisibleLight& shadowLight, int shadowLightIndex, UniversalShadowData shadowData, const Matrix4x4& lightProjectionMatrix, float shadowResolution) | PublicStatic | | 0x74 |
| Vector4 GetShadowBias(ref VisibleLight& shadowLight, int shadowLightIndex, List<UnityEngine.Vector4> bias, bool supportsSoftShadows, const Matrix4x4& lightProjectionMatrix, float shadowResolution) | PrivateStatic | | 0x74 |
| void GetScaleAndBiasForLinearDistanceFade(float fadeDistance, float border, ref float& scale, ref float& bias) | Static+1 flags | | 0x04 |
| void SetupShadowCasterConstantBuffer(CommandBuffer cmd, ref VisibleLight& shadowLight, const Vector4& shadowBias) | PublicStatic | | 0x74 |
| void SetupShadowCasterConstantBuffer(RasterCommandBuffer cmd, ref VisibleLight& shadowLight, const Vector4& shadowBias) | Static+1 flags | | 0x74 |
| void SetShadowBias(RasterCommandBuffer cmd, const Vector4& shadowBias) | Static+1 flags | | 0x10 |
| void SetLightDirection(RasterCommandBuffer cmd, const Vector3& lightDirection) | Static+1 flags | | 0x0C |
| void SetLightPosition(RasterCommandBuffer cmd, const Vector3& lightPosition) | Static+1 flags | | 0x0C |
| void SetCameraPosition(RasterCommandBuffer cmd, const Vector3& worldSpaceCameraPos) | Static+1 flags | | 0x0C |
| void SetWorldToCameraAndCameraToWorldMatrices(RasterCommandBuffer cmd, const Matrix4x4& viewMatrix) | Static+1 flags | | 0x40 |
| RenderTextureDescriptor GetTemporaryShadowTextureDescriptor(int width, int height, int bits) | PrivateStatic | | 0x34 |
| RenderTexture GetTemporaryShadowTexture(int width, int height, int bits) | PublicStatic | | 0x08 |
| bool ShadowRTNeedsReAlloc(RTHandle handle, int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name) | PublicStatic | | 0x08 |
| RTHandle AllocShadowRT(int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name) | PublicStatic | | 0x08 |
| bool ShadowRTReAllocateIfNeeded(ref RTHandle& handle, int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name) | PublicStatic | | 0x08 |
| Matrix4x4 GetShadowTransform(const Matrix4x4& proj, const Matrix4x4& view) | PrivateStatic | | 0x40 |
| float SoftShadowQualityToShaderProperty(Light light, bool softShadowsEnabled) | Static+1 flags | | 0x08 |
| bool SupportsPerLightSoftShadowQuality() | Static+1 flags | | 0x01 |
| void SetPerLightSoftShadowKeyword(RasterCommandBuffer cmd, bool hasSoftShadows) | Static+1 flags | | 0x08 |
| void SetSoftShadowQualityShaderKeywords(RasterCommandBuffer cmd, UniversalShadowData shadowData) | Static+1 flags | | 0x08 |
| bool IsValidShadowCastingLight(UniversalLightData lightData, int i) | Static+1 flags | | 0x08 |
| bool IsValidShadowCastingLight(UniversalLightData lightData, int i, const LightType& lightType, const LightShadows& lightShadows, float shadowStrength) | Static+1 flags | | 0x08 |
| int GetPunctualLightShadowSlicesCount(ref LightType& lightType) | Static+1 flags | | 0x04 |
| bool FastApproximately(float a, float b) | Static+1 flags | | 0x04 |
| bool FastApproximately(const Vector4& a, const Vector4& b) | Static+1 flags | | 0x10 |
| int MinimalPunctualLightShadowResolution(bool softShadow) | Static+1 flags | | 0x04 |