void vertShadowCaster(VertexInput v, #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) out VertexOutputShadowCaster o, #endif out float4 opos: SV_POSITION) { TRANSFER_SHADOW_CASTER_NOPOS(o, opos) #if defined(UNITY_STANDARD_USE_SHADOW_UVS) o.uv = TRANSFORM_TEX(v.uv0 + _GlobalPanSpeed.xy * float2(_Time.y, _Time.y), _MainTex); #endif }