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namespace UnityEngine.Rendering.HighDefinition
{
[GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.RayTracingLightLoop)]
unsafe struct ShaderVariablesRaytracingLightLoop
{
public Vector3 _MinClusterPos;
public uint _LightPerCellCount;
public Vector3 _MaxClusterPos;
}
}