  */
 fixed4 frag_hard (v2f i) : SV_Target
 {
-    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array
+	//only works in 5.6+
+#if UNITY_VERSION >= 560
+	UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array
+#endif
 
 	float3 vpos = computeCameraSpacePosFromDepth(i);
 

 */
fixed4 frag_pcss (v2f i) : SV_Target
{
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array

	float3 vpos = computeCameraSpacePosFromDepth(i);


	return o;
}

//changed in 5.6
#if UNITY_VERSION >= 560
	UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
#else
	sampler2D_float _CameraDepthTexture;
#endif

// sizes of cascade projections, relative to first one
float4 unity_ShadowCascadeScales;
