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Only add #define KEYWORD to passes that have a corresponding #pragma shader_feature in the pass. (more)
Fixed that multiple vert/geometry/fragment shader declarations would cause the optimizer to only use the last one.
Add Texture2D.GetDimensions(uint mipLevel, out float width, out float height, out float numberOfLevels) and the uint variant overloads to the merged texture wrapper class. (more)
Fix assumed default vertex color to be white instead of black.