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#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
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