Shader "Hidden/GPUInstancer/CrowdAnimations/InternalErrorShader" { SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #include "UnityCG.cginc" #include "./GPUICrowdSkinning.cginc" #pragma instancing_options procedural:setupGPUI #pragma multi_compile_instancing struct appdata_t { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); gpuiCASkinning(v.texcoord2, v.texcoord3, v.vertex.xyz, v.normal.xyz, v.tangent.xyz, v.vertex.xyz, v.normal.xyz, v.tangent.xyz); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return fixed4(1,0,1,1); } ENDCG } } Fallback Off }