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using System;
using Unity.Entities;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.Rendering
{
/// <summary>
/// Render Mesh with Material (must be instanced material) by object to world matrix.
/// Specified by the LocalToWorld associated with Entity.
/// </summary>
[Serializable]
public struct MeshInstanceRenderer : ISharedComponentData
{
public Mesh mesh;
public Material material;
public int subMesh;
public ShadowCastingMode castShadows;
public bool receiveShadows;
}
public class MeshInstanceRendererComponent : SharedComponentDataWrapper<MeshInstanceRenderer> { }
}