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#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
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