float2x2 rot2D(float rad) { return float2x2(cos(rad), -sin(rad), sin(rad), cos(rad));}
Rotation around y axis
v.vertex.xz = mul(rot2D(x), v.vertex.xz);
float3 camera;
#ifdef USING_STEREO_MATRICES
camera = (unity_StereoWorldSpaceCameraPos[0] + unity_StereoWorldSpaceCameraPos[1]) * .5; // VR Camera average
#else
camera = _WorldSpaceCameraPos.xyz; // Use the fallback for non-stereo
#endif
C:\\Program Files\\Unity\\Hub\\Editor\\2022.3.22f1\\Editor\\Data\\CGIncludes