#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 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 }