Procedural Drawing
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Assets/Fractal.meta
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Assets/Fractal.meta
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fileFormatVersion: 2
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folderAsset: yes
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externalObjects: {}
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userData:
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@ -8,14 +8,14 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Fractal URP
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_Shader: {fileID: -6465566751694194690, guid: 2ccc118ffa0f0574ba86592258e86a9e,
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type: 3}
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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@ -49,6 +49,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- Vector1_8EEC20FB: 0.5
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- _AlphaClip: 0
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- _Blend: 0
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- _BumpScale: 1
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@ -71,6 +72,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- Vector3_32FB817D: {r: 1, g: 1, b: 0, a: 0}
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- _BaseColor: {r: 1, g: 1, b: 0, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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Assets/Fractal/Fractal URP.shadergraph
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Assets/Fractal/Fractal URP.shadergraph
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Assets/Fractal/Fractal URP.shadergraph.meta
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Assets/Fractal/Fractal URP.shadergraph.meta
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fileFormatVersion: 2
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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@ -4,13 +4,15 @@ public class Fractal : MonoBehaviour
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{
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private struct FractalPart
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{
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public Vector3 direction;
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public Quaternion rotation;
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public Transform transform;
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public Vector3 direction, worldPosition;
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public Quaternion rotation, worldRotation;
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public float spinAngle;
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}
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FractalPart[][] parts;
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Matrix4x4[][] matrices;
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[SerializeField, Range(1, 8)]
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int depth = 4;
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@ -38,72 +40,120 @@ public class Fractal : MonoBehaviour
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Quaternion.Euler(-90f, 0f, 0f)
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};
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private FractalPart CreatePart(int levelIndex, int childIndex, float scale)
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private FractalPart CreatePart(int childIndex)
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{
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var go = new GameObject("Fractal Part L" + levelIndex + " C" + childIndex);
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go.transform.localScale = scale * Vector3.one;
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go.transform.SetParent(transform, false);
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go.AddComponent<MeshFilter>().mesh = mesh;
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go.AddComponent<MeshRenderer>().material = material;
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return new FractalPart()
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{
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direction = directions[childIndex],
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rotation = rotations[childIndex],
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transform = go.transform
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rotation = rotations[childIndex]
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};
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}
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private void Awake()
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ComputeBuffer[] matricesBuffers;
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static readonly int matricesId = Shader.PropertyToID("_Matrices");
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static MaterialPropertyBlock propertyBlock;
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private void OnEnable()
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{
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parts = new FractalPart[depth][];
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matrices = new Matrix4x4[depth][];
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matricesBuffers = new ComputeBuffer[depth];
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int stride = 16 * 4;
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for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
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{
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parts[i] = new FractalPart[length];
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matrices[i] = new Matrix4x4[length];
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matricesBuffers[i] = new ComputeBuffer(length, stride);
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}
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var scale = 1f;
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parts[0][0] = CreatePart(0, 0, scale);
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parts[0][0] = CreatePart(0);
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for (int li = 1; li < parts.Length; li++)
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{
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scale *= 0.5f;
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FractalPart[] levelParts = parts[li];
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for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
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{
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for (int ci = 0; ci < 5; ci++)
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{
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levelParts[fpi + ci] = CreatePart(li, ci, scale);
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levelParts[fpi + ci] = CreatePart(ci);
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}
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}
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}
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if (propertyBlock == null)
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{
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propertyBlock = new MaterialPropertyBlock();
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}
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}
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private void OnDisable()
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{
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for (int i = 0; i < matricesBuffers.Length; i++)
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{
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matricesBuffers[i].Release();
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}
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parts = null;
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matrices = null;
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matricesBuffers = null;
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}
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void OnValidate()
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{
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if (parts != null && enabled)
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{
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OnDisable();
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OnEnable();
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}
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}
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private void Update()
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{
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Quaternion deltaRotation = Quaternion.Euler(0f, 22.5f * Time.deltaTime, 0f);
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float spinAngleDelta = 22.5f * Time.deltaTime;
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FractalPart rootPart = parts[0][0];
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rootPart.rotation *= deltaRotation;
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rootPart.transform.localRotation = rootPart.rotation;
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rootPart.spinAngle += spinAngleDelta;
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rootPart.worldRotation =
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transform.rotation *
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(rootPart.rotation * Quaternion.Euler(0f, rootPart.spinAngle, 0f));
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rootPart.worldPosition = transform.position;
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parts[0][0] = rootPart;
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float objectScale = transform.lossyScale.x;
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matrices[0][0] = Matrix4x4.TRS(
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rootPart.worldPosition, rootPart.worldRotation, objectScale * Vector3.one
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);
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float scale = objectScale;
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for (int li = 1; li < parts.Length; li++)
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{
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scale *= 0.5f;
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FractalPart[] parentParts = parts[li - 1];
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FractalPart[] levelParts = parts[li];
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Matrix4x4[] levelMatrices = matrices[li];
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for (int fpi = 0; fpi < levelParts.Length; fpi++)
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{
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var parentTransform = parentParts[fpi / 5].transform;
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var parent = parentParts[fpi / 5];
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var part = levelParts[fpi];
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part.rotation *= deltaRotation;
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part.transform.rotation =
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parentTransform.localRotation * part.rotation;
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part.transform.localPosition =
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parentTransform.localPosition +
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parentTransform.localRotation *
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(1.5f * part.transform.localScale.x * part.direction);
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part.spinAngle += spinAngleDelta;
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part.worldRotation =
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parent.worldRotation *
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(part.rotation * Quaternion.Euler(0f, part.spinAngle, 0f));
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part.worldPosition =
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parent.worldPosition +
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parent.worldRotation * (1.5f * scale * part.direction);
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levelParts[fpi] = part;
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}
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levelMatrices[fpi] = Matrix4x4.TRS(
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part.worldPosition, part.worldRotation, scale * Vector3.one
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);
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}
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}
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var bounds = new Bounds(rootPart.worldPosition, 3f * objectScale * Vector3.one);
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for (int i = 0; i < matricesBuffers.Length; i++)
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{
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ComputeBuffer buffer = matricesBuffers[i];
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buffer.SetData(matrices[i]);
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propertyBlock.SetBuffer(matricesId, buffer);
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
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}
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}
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}
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Assets/Script/PartGPU.hlsl
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Assets/Script/PartGPU.hlsl
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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StructuredBuffer<float4x4> _Matrices;
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#endif
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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unity_ObjectToWorld = _Matrices[unity_InstanceID];
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#endif
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}
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void ShaderGraphFunction_float (float3 In, out float3 Out) {
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Out = In;
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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Out = In;
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}
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Assets/Script/PartGPU.hlsl.meta
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Assets/Script/PartGPU.hlsl.meta
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