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HLSL

#ifndef CUSTOM_VERTEX_TRANSFORM_INCLUDED
#define CUSTOM_VERTEX_TRANSFORM_INCLUDED
int _HP_VertexTransformMode;
float4 ComputeVertexPosition(float4 vertex) {
// Add custom vertex transforms here based on _HP_VertexTransformMode
// Mode 0: default transform
// Mode 1+: add your custom transforms below
UNITY_BRANCH
switch (_HP_VertexTransformMode) {
case 1:
// Example: custom transform 1
// vertex.xyz += ...
break;
case 2:
// Example: custom transform 2
// vertex.xyz += ...
break;
default:
// Default transform
break;
}
return UnityObjectToClipPos(vertex);
}
#endif