Arbitrary Colors
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@@ -2,6 +2,21 @@
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StructuredBuffer<float3x4> _Matrices;
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#endif
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float4 _ColorA, _ColorB;
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float2 _SequenceNumbers;
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float4 GetFractalColor () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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return lerp(
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_ColorA, _ColorB,
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frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
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);
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#else
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return _ColorA;
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#endif
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}
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float3x4 m = _Matrices[unity_InstanceID];
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@@ -12,10 +27,12 @@ void ConfigureProcedural () {
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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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void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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void ShaderGraphFunction_half (half3 In, out half3 Out) {
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void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
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Out = In;
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FractalColor = GetFractalColor();
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}
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