38 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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	struct IndirectShaderData
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	{
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		float4x4 PositionMatrix;
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		float4x4 InversePositionMatrix;
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		float4 ControlData;
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	};
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	#if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PS4) || defined(SHADER_API_XBOXONE)
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		StructuredBuffer<IndirectShaderData> IndirectShaderDataBuffer;
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		StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
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	#endif	
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#endif
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void setup()
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{
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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	#ifdef GPU_FRUSTUM_ON
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		unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
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		unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
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	#else
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		unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
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		unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
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	#endif
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	#ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING
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		#define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz
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			#define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz)
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				float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
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				unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1));
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			#undef transformPosition
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		#undef distanceToCamera
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	#endif
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#endif
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}
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