#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
	StructuredBuffer<float3x4> _Matrices;
#endif

void ConfigureProcedural () {
	#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
		float3x4 m = _Matrices[unity_InstanceID];
		unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
		unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
		unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
		unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
	#endif
}

void ShaderGraphFunction_float (float3 In, out float3 Out) {
	Out = In;
}

void ShaderGraphFunction_half (half3 In, out half3 Out) {
	Out = In;
}
