void InjectSetup_float(float3 A, out float3 Out) { Out = A; } #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) uniform StructuredBuffer VisibleShaderDataBuffer; #endif #endif float VSPRenderingLayerMask; void setupVSPro() { #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED #if _HDRP unity_RenderingLayer.x = VSPRenderingLayerMask; #endif #ifdef unity_ObjectToWorld #undef unity_ObjectToWorld #endif #ifdef unity_WorldToObject #undef unity_WorldToObject #endif unity_LODFade = VisibleShaderDataBuffer[unity_InstanceID].ControlData; unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix; unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix; #endif }