Fix a bunch of shaders
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@@ -140,7 +140,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
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#define GRASSUSESTEXTUREARRAYS
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#define DEPTHONLY
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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#include "./GrassInstancedIndirect_Vertex.cginc"
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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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@@ -283,7 +283,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
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#define UNITY_PASS_SHADOWCASTER
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#endif
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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#include "./GrassInstancedIndirect_Vertex.cginc"
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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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@@ -369,7 +369,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
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// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
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#pragma instancing_options assumeuniformscaling procedural:setup
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#define ISGRASS
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#include "Includes/AtgPBSLighting.cginc"
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#include "./AtgPBSLighting.cginc"
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// Inputs for vertex shader
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float _Clip;
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@@ -393,8 +393,8 @@ float InstanceScale;
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// Include all general inputs and vertex functions
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#define GRASSUSESTEXTUREARRAYS
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#include "Includes/GrassInstancedIndirect_Inputs.cginc"
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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#include "./GrassInstancedIndirect_Inputs.cginc"
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#include "./GrassInstancedIndirect_Vertex.cginc"
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// Inputs for the pixelshader
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UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
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