#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED struct IndirectShaderData { float4x4 PositionMatrix; float4x4 InversePositionMatrix; float4 ControlData; }; #if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) StructuredBuffer IndirectShaderDataBuffer; StructuredBuffer VisibleShaderDataBuffer; #endif #endif void setupScale() { #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED #ifdef GPU_FRUSTUM_ON unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix; unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix; #else unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix; unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix; #endif #ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING #define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz #define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz) float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance); unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1)); #undef transformPosition #undef distanceToCamera #endif #endif } void setup() { #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED #ifdef GPU_FRUSTUM_ON unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix; unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix; #else unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix; unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix; #endif #endif }