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2021-01-31 17:55:48 +08:00
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float4x4> _Matrices;
#endif
void ConfigureProcedural () {
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
unity_ObjectToWorld = _Matrices[unity_InstanceID];
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
}