18 lines
386 B
HLSL
18 lines
386 B
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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