#ifndef SHADOW_INCLUDES #define SHADOW_INCLUDES #define UNITY_STANDARD_USE_SHADOW_UVS 1 float4 _Color; float _Clip; sampler2D _MainTex; float4 _MainTex_ST; float4 _GlobalPanSpeed; sampler2D _AlphaMask; float4 _AlphaMask_ST; struct VertexInput { float4 vertex: POSITION; float3 normal: NORMAL; float2 uv0: TEXCOORD0; }; #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) struct VertexOutputShadowCaster { V2F_SHADOW_CASTER_NOPOS #if defined(UNITY_STANDARD_USE_SHADOW_UVS) float2 uv: TEXCOORD1; #endif }; #endif #endif