// Previously used when rendering with DrawObjectsPass.
// Global object render pass data containing various settings.
// x,y,z are currently unused
// w is used for knowing whether the object is opaque(1) or alpha blended(0)
half4_DrawObjectPassData;
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
// _AdditionalShadowsIndices was deprecated - To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
// _AdditionalShadowsBuffer was deprecated - To access a shadow slice's matrix, use _AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex] - To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex) [see Shadows.hlsl]
// Deprecated: even when USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA is defined we do not this structure anymore, because worldToShadowMatrix and shadowParams must be stored in arrays of different sizes
// To get the first shadow slice index for a light, use GetAdditionalLightShadowParams(lightIndex).w [see Shadows.hlsl]
// To access other shadow parameters, use GetAdditionalLightShadowParams(int lightIndex)[see Shadows.hlsl]