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