struct AttributesPass
{
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position
// conflict with the normal in the semantic. This need to be fix!
};
struct VaryingsPassToPS
float4x4 unity_MatrixPreviousVP;
float4x4 unity_MatrixPreviousM;
float4x4 unity_MatrixPreviousMI;
//X : Use last frame positions (right now skinned meshes are the only objects that use this
//Y : Force No Motion
//Z : Z bias value
float4 unity_MotionVectorsParams;
CBUFFER_END