#0 0x0000010540e2e4 in DynamicBranchState::PrepareState(unsigned long, keywords::LocalKeywordState const&)
#1 0x00000105418f88 in ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)
#2 0x00000105402780 in DrawVBOChunkWithPass(Shader*, DynamicBranchState*, int, int, ShaderLab::Pass*, ShaderPassContext&, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*)
#3 0x000001053ffcec in ShaderVariantCollection::WarmupOneShaderImpl(Shader*, DynamicBranchState*, vector_set<ShaderVariantCollection::VariantInfo, std::__1::lessShaderVariantCollection::VariantInfo, std::__1::allocatorShaderVariantCollection::VariantInfo> const&, WarmupPassSetup const&, DynamicVBO*, void ()(Shader, DynamicBranchState*, int, int, ShaderLab::Pass*, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*, void*, ShaderPassContext&), void*, unsigned long, unsigned long)
#4 0x000001054001a4 in ShaderVariantCollection::WarmupShadersImpl(void ()(Shader, DynamicBranchState*, int, int, ShaderLab::Pass*, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*, void*, ShaderPassContext&), void*, unsigned long, std::__1::__map_iterator<std::__1::__tree_iterator<std::__1::__value_type<PPtr<Shader>, ShaderVariantCollection::ShaderInfo>, std::__1::__tree_node<std::__1::__value_type<PPtr<Shader>, ShaderVariantCollection::ShaderInfo>, void*>*, long>>&, unsigned long&, unsigned long&)