#ifndef GPU_INSTANCER_STANDARD_SHADOW_INCLUDED #define GPU_INSTANCER_STANDARD_SHADOW_INCLUDED void vertShadowCasterGPUI (appdata_full v , out float4 opos : SV_POSITION #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT , out VertexOutputShadowCaster o #endif #ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT , out VertexOutputStereoShadowCaster os #endif ) { UNITY_SETUP_INSTANCE_ID(v); GPUI_CROWD_VERTEX(v); #ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(os); #endif TRANSFER_SHADOW_CASTER_NOPOS(o, opos); #if defined(UNITY_STANDARD_USE_SHADOW_UVS) o.tex = TRANSFORM_TEX(v.texcoord, _MainTex); #ifdef _PARALLAXMAP TANGENT_SPACE_ROTATION; o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); #endif #endif } #endif