diff --git a/Assets/uDesktopDuplication/Shaders/uDD_Common.cginc b/Assets/uDesktopDuplication/Shaders/uDD_Common.cginc index f0f8e5a..251b9e7 100644 --- a/Assets/uDesktopDuplication/Shaders/uDD_Common.cginc +++ b/Assets/uDesktopDuplication/Shaders/uDD_Common.cginc @@ -8,12 +8,14 @@ struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO }; struct Input diff --git a/Assets/uDesktopDuplication/Shaders/uDD_Unlit.shader b/Assets/uDesktopDuplication/Shaders/uDD_Unlit.shader index ee76b1e..6dd8da6 100644 --- a/Assets/uDesktopDuplication/Shaders/uDD_Unlit.shader +++ b/Assets/uDesktopDuplication/Shaders/uDD_Unlit.shader @@ -28,6 +28,9 @@ CGINCLUDE v2f vert(appdata v) { v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); diff --git a/Assets/uDesktopDuplication/Shaders/uDD_Unlit_BlackMask.shader b/Assets/uDesktopDuplication/Shaders/uDD_Unlit_BlackMask.shader index dc64f02..32ccc7f 100644 --- a/Assets/uDesktopDuplication/Shaders/uDD_Unlit_BlackMask.shader +++ b/Assets/uDesktopDuplication/Shaders/uDD_Unlit_BlackMask.shader @@ -33,6 +33,9 @@ fixed _Mask; v2f vert(appdata v) { v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); diff --git a/Assets/uDesktopDuplication/Shaders/uDD_Unlit_Transparent.shader b/Assets/uDesktopDuplication/Shaders/uDD_Unlit_Transparent.shader index f9aa2d0..d33dea0 100644 --- a/Assets/uDesktopDuplication/Shaders/uDD_Unlit_Transparent.shader +++ b/Assets/uDesktopDuplication/Shaders/uDD_Unlit_Transparent.shader @@ -30,6 +30,9 @@ CGINCLUDE v2f vert(appdata v) { v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex);