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2021-01-31 14:03:48 +08:00
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float _Step;
void ConfigureProcedural()
{
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
unity_ObjectToWorld = 0.0;
unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
unity_ObjectToWorld._m00_m11_m22 = _Step;
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
}