#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<IndirectShaderData> VisibleShaderDataBuffer;
	#endif	
#endif

void setup()
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
		unity_LODFade = VisibleShaderDataBuffer[unity_InstanceID].ControlData;
		unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
		unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#endif
}