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[unity] Fixed SkeletonGraphic shader texcoord precision issue. Closes #2892.
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@ -17,7 +17,7 @@ struct VertexInput {
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struct VertexOutput {
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struct VertexOutput {
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float4 vertex : SV_POSITION;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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@ -19,7 +19,7 @@ struct VertexInput {
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struct VertexOutput {
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struct VertexOutput {
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float4 vertex : SV_POSITION;
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float4 vertex : SV_POSITION;
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half4 color : COLOR;
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half4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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float4 darkColor : TEXCOORD1;
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float4 darkColor : TEXCOORD1;
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float4 worldPosition : TEXCOORD2;
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float4 worldPosition : TEXCOORD2;
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#ifdef _CANVAS_GROUP_COMPATIBLE
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#ifdef _CANVAS_GROUP_COMPATIBLE
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