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float _EnableTouchGlow;
float _EnableBulge;
float _VertexManipulationHeightUV;
V2FShadow vertShadowCaster(VertexInputShadow v)
{
V2FShadow o;
UNITY_SETUP_INSTANCE_ID(v);
#ifdef RALIV_PENETRATION
applyRalivDynamicOrifaceSystem(v);
#endif
#ifdef AUTO_EXPOSURE
applyLocalVertexTransformation(v.normal, v.vertex);
#endif
UNITY_INITIALIZE_OUTPUT(V2FShadow, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.localPos = v.vertex;
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
#ifdef RALIV_PENETRATION
applyRalivDynamicPenetrationSystem(o.localPos.rgb, v.normal.rgb, v);
#endif
o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
o.uv = v.uv0;
o.uv1 = v.uv1;
o.uv2 = v.uv2;
o.uv3 = v.uv3;
float2 uvToUse = 0;
if (float(0) == 0)
{
uvToUse = v.uv0.xy;
}
if(float(0) == 1)
{
uvToUse = v.uv1.xy;
}
if(float(0) == 2)
{
uvToUse = v.uv2.xy;
}
if(float(0) == 3)
{
uvToUse = v.uv3.xy;
}
#ifdef AUTO_EXPOSURE
applyWorldVertexTransformation(o.worldPos, o.localPos, v.normal, uvToUse);
#endif
applyVertexGlitching(o.worldPos, o.localPos);
applySpawnInVert(o.worldPos, o.localPos, v.uv0.xy);
#ifdef AUTO_EXPOSURE
applyVertexRounding(o.worldPos, o.localPos);
#endif
o.pos = UnityObjectToClipPos(o.localPos);
o.grabPos = ComputeGrabScreenPos(o.pos);
o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
o.vertexColor = v.color;
if(_EnableTouchGlow || _EnableBulge)
{
o.pos = UnityObjectToClipPos(float3(0, 0, -5));
o.localPos.xyz = float3(0, 0, -5);
o.worldPos = mul(unity_ObjectToWorld, o.localPos);
}
o.angleAlpha = 1;
#ifdef POI_RANDOM
o.angleAlpha = ApplyAngleBasedRendering(o.modelPos, o.worldPos);
#endif
o.pos = UnityClipSpaceShadowCasterPos(o.localPos, v.normal);
o.pos = UnityApplyLinearShadowBias(o.pos);
return o;
}
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