Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
- StructuredBuffer<float3> _Positions;
- StructuredBuffer<float3> _Colors;
- #endif
- float _Step;
- void ConfigureProcedural () {
- #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
- float3 position = _Positions[unity_InstanceID];
- float3 color = _Colors[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 InPosition, float3 InColor, out float3 OutPosition, out float3 OutColor) {
- OutPosition = InPosition;
- OutColor = InColor;
- }
- void ShaderGraphFunction_half (float3 InPosition, float3 InColor, out float3 OutPosition, out float3 OutColor) {
- OutPosition = InPosition;
- OutColor = InColor;
- }
Advertisement
RAW Paste Data
Copied
Advertisement