This is an example that shows how to implement a geometry shader that is compatible with the standard lighting model in Unity.
Implementing a geometry shader in Unity is not easy as it seems because surface shaders don't allow geometry stage customization -- This means that you have to implement the whole lighting passes by yourself without the help of surface shaders.
This example shows the minimum implementation of vertex/geometry/fragment shader set that provides a custom geometry modification along with the standard lighting features.
To make the example as simple as possible, some features are intensionally omitted from the shader.
It's not impossible to add these features to the shader, that might be pretty troublesome though.
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