     Tags { "RenderType" = "Opaque" "Queue" = "Geometry+1" }
 
 CGPROGRAM
-#pragma target 3.0
+#pragma target 5.0
 #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
+#pragma multi_compile ___ APPLY_TRANSFORM
+#pragma multi_compile ___ APPLY_SMOOTHING
 
 #include "Assets/AlembicImporter/Shaders/PseudoInstancing.cginc"
 

float _Glossiness;
float _Metallic;
float _RandomDiffuse;

struct Input {
    float4 color;
};


float4 Random(float iid)
{

Shader "Alembic/PointsColorBall" {
Properties {
    [Toggle(APPLY_TRANSFORM)] _ApplyTransform("Apply Transform", Int) = 1
    [Toggle(APPLY_SMOOTHING)] _ApplySmoothing("Apply Smoothing", Int) = 1
    _ColorBuffer("Color", 2D) = "white" {}
    _RandomBuffer("Random", 2D) = "white" {}
    _RandomDiffuse("Random Diffuse", Float) = 0.0
