 				v2g vert(appdata_full v)
 				{
 					v2g o;
+					UNITY_INITIALIZE_OUTPUT(v2g, o);
 					
 					float4 vertex = v.vertex;
 					

				void geom(triangle v2g input[3], inout TriangleStream<g2f> triStream)
				{
					v2g p[3];
					for (int i = 0; i < 3; i++)
					{
						p[i] = input[i];
						p[i].pos = mul(unity_ObjectToWorld, p[i].pos);						

						angle = 0;
					}
					
					for (i = 0; i < 3; i ++)
					{
						if (angle == 0)
						{
