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@@ -180,7 +180,7 @@ half4 frag(VertexOutput i
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i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
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#endif
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-#ifdef _WRITE_RENDERING_LAYERS
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+#ifdef USE_WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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