2023-09-17 06:37:55 +00:00
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#ifndef SHADOW_INCLUDES
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#define SHADOW_INCLUDES
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#define UNITY_STANDARD_USE_SHADOW_UVS 1
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float4 _Color;
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sampler2D _ClippingMask; float4 _ClippingMask_ST;
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struct VertexInputShadow
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{
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float4 vertex: POSITION;
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float3 normal: NORMAL;
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float4 tangent: TANGENT;
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float4 color: COLOR;
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float2 uv0: TEXCOORD0;
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float2 uv1: TEXCOORD1;
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float2 uv2: TEXCOORD2;
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float2 uv3: TEXCOORD3;
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uint vertexId : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
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struct V2FShadow
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{
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V2F_SHADOW_CASTER_NOPOS
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float4 pos: SV_POSITION;
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float2 uv: TEXCOORD1;
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float2 uv1: TEXCOORD2;
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float2 uv2: TEXCOORD3;
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float2 uv3: TEXCOORD4;
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float3 modelPos: TEXCOORD5;
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float4 worldPos: TEXCOORD6;
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float4 localPos: TEXCOORD7;
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float3 angleAlpha: TEXCOORD8;
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float4 grabPos: TEXCOORD9;
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fixed3 barycentricCoordinates: TEXCOORD10;
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float4 vertexColor: TEXCOORD11;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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