It seems HLSL and Cg can take a matrices as input to the sin and cos intrinsic functions, yet ShaderLab won't allow it? I've tried using a float3x3 as input to the sin function, but it keeps telling me it's an ambiguous overloaded function. Anybody know how to get sin and cos to take matrices?
Can't really help with shaderlab, but HLSL does indeed support having a matrix as input for sin and cos. I do however wonder why you would want to calculate that many sines in a shader. If you really do need to, there is no advantage besides code clarity to do it directly on the entire float3x3. Just split it in to three float3's and your problem is solved.