#include "GPUICrowdSkinning.cginc" #ifndef GPUI_CROWD_ANIMATIONS_INCLUDED #define GPUI_CROWD_ANIMATIONS_INCLUDED #ifndef GPUI_CUSTOM_INPUT #define GPUI_STRUCT_NAME appdata_full #define GPUI_BONE_INDEX texcoord2 #define GPUI_BONE_WEIGHT texcoord3 #define GPUI_VERTEX vertex #define GPUI_NORMAL normal #define GPUI_TANGENT tangent #endif #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(GPUI_CA_TEXTURE) void gpuiAnimate(inout GPUI_STRUCT_NAME v) { gpuiCASkinning(v.GPUI_BONE_INDEX, v.GPUI_BONE_WEIGHT, v.GPUI_VERTEX.xyz, v.GPUI_NORMAL.xyz, v.GPUI_TANGENT.xyz, v.GPUI_VERTEX.xyz, v.GPUI_NORMAL.xyz, v.GPUI_TANGENT.xyz); } #define GPUI_CROWD_VERTEX(v) gpuiAnimate(v) #else // UNITY_PROCEDURAL_INSTANCING_ENABLED #define GPUI_CROWD_VERTEX(v) #endif // UNITY_PROCEDURAL_INSTANCING_ENABLED #endif // GPUI_CROWD_ANIMATIONS_INCLUDED