struct VertexOut
{
	float4 pos : SV_POSITION;
	float4 uv[2] : TEXCOORD0;
	float3 normal : TEXCOORD2;
	float4 tangent : TEXCOORD3;
	float4 worldPos : TEXCOORD4;
	float4 localPos : TEXCOORD5;
	float4 vertexColor : TEXCOORD6;
	float4 lightmapUV : TEXCOORD7;
	float4 worldDir : TEXCOORD8;
	float2 fogCoord: TEXCOORD10;
	UNITY_SHADOW_COORDS(11)
	#K#vertexOutData
	UNITY_VERTEX_INPUT_INSTANCE_ID
	UNITY_VERTEX_OUTPUT_STEREO
};