#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3x4> _Matrices;
#endif
float4 _ColorA, _ColorB;
float2 _SequenceNumbers;
float4 GetFractalColor () {
return lerp(
_ColorA, _ColorB,
frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
);
#else
return _ColorA;
}
void ConfigureProcedural () {
float3x4 m = _Matrices[unity_InstanceID];
unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
Out = In;
FractalColor = GetFractalColor();
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {