#ifndef SHADOW_INCLUDES #define SHADOW_INCLUDES #define UNITY_STANDARD_USE_SHADOW_UVS 1 float4 _Color; float _Clip; UNITY_DECLARE_TEX2D(_MainTex); float4 _MainTex_ST; sampler2D _AlphaMask; float4 _AlphaMask_ST; struct VertexInputShadow { float4 vertex: POSITION; float3 normal: NORMAL; float2 uv0: TEXCOORD0; float2 uv1: TEXCOORD1; float2 uv2: TEXCOORD2; float2 uv3: TEXCOORD3; 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; UNITY_VERTEX_INPUT_INSTANCE_ID }; #endif #endif