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#ifndef PROCEDURAL_INCLUDED
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#define PROCEDURAL_INCLUDED
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#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
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#include "UnityIndirect.cginc"
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StructuredBuffer<float4x4> _InstanceTransforms;
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StructuredBuffer<float4x4> _InvInstanceTransforms;
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StructuredBuffer<float4> _Colors;
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#if UNITY_ANY_INSTANCING_ENABLED
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// Based on :
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// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ParticlesInstancing.hlsl
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// and/or
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// https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityStandardParticleInstancing.cginc
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void vertInstancingSetup() {
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}
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#endif
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void GetInstanceData_float(uint svInstanceID, float3 pos, out float3 outPos, out float4 color)
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{
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InitIndirectDrawArgs(0);
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uint instanceID = GetIndirectInstanceID_Base(svInstanceID);
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unity_ObjectToWorld = _InstanceTransforms[instanceID];
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unity_WorldToObject = _InvInstanceTransforms[instanceID];
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color = _Colors[instanceID];
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outPos = pos;
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}
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#endif
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