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#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// Attributes
#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
#define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND))
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
// Tesselation require normal
#if REQUIRE_NORMAL
#define ATTRIBUTES_NEED_NORMAL
#endif
#if REQUIRE_TANGENT_TO_WORLD
#define ATTRIBUTES_NEED_TANGENT
#endif
#if REQUIRE_VERTEX_COLOR
#define ATTRIBUTES_NEED_COLOR
#endif
// About UV
// When UVX is present, we assume that UVX - 1 ... UV0 is present
#if defined(_VERTEX_DISPLACEMENT) || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_TESSELLATION_DISPLACEMENT)
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#define ATTRIBUTES_NEED_TEXCOORD2
#endif
#if defined(_REQUIRE_UV3)
#define ATTRIBUTES_NEED_TEXCOORD3
#endif
#endif
// Varying - Use for pixel shader
// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
#if REQUIRE_TANGENT_TO_WORLD
#define VARYINGS_NEED_TANGENT_TO_WORLD
#endif
#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
#define VARYINGS_NEED_POSITION_WS // Required to get view vector and to get planar/triplanar mapping working
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#ifdef ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_TEXCOORD2
#endif
#ifdef ATTRIBUTES_NEED_TEXCOORD3
#define VARYINGS_NEED_TEXCOORD3
#endif
#ifdef ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_COLOR
#endif
#endif
// This include will define the various Attributes/Varyings structure
#include "HDRP/ShaderPass/VaryingMesh.hlsl"