#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) StructuredBuffer _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; }