testss
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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public sealed partial class Light2D
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{
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[SerializeField] int m_ShapeLightParametricSides = 5;
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[SerializeField] float m_ShapeLightParametricAngleOffset = 0.0f;
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[SerializeField] float m_ShapeLightParametricRadius = 1.0f;
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[SerializeField] float m_ShapeLightFalloffSize = 0.50f;
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[SerializeField] Vector2 m_ShapeLightFalloffOffset = Vector2.zero;
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[SerializeField] Vector3[] m_ShapePath = null;
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float m_PreviousShapeLightFalloffSize = -1;
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int m_PreviousShapeLightParametricSides = -1;
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float m_PreviousShapeLightParametricAngleOffset = -1;
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float m_PreviousShapeLightParametricRadius = -1;
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int m_PreviousShapePathHash = -1;
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LightType m_PreviousLightType = LightType.Parametric;
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public int shapeLightParametricSides => m_ShapeLightParametricSides;
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public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
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public float shapeLightParametricRadius => m_ShapeLightParametricRadius;
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public float shapeLightFalloffSize => m_ShapeLightFalloffSize;
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public Vector3[] shapePath
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{
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get { return m_ShapePath; }
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internal set { m_ShapePath = value; }
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}
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internal void SetShapePath(Vector3[] path)
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{
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m_ShapePath = path;
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}
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}
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}
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