#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) StructuredBuffer _Positions; #endif float _Step; void ConfigureProcedural() { #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) float3 position = _Positions[unity_InstanceID]; unity_ObjectToWorld = 0.0; unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0); unity_ObjectToWorld._m00_m11_m22 = _Step; #endif } void ShaderGraphFunction_float (float3 In, out float3 Out) { Out = In; } void ShaderGraphFunction_half (half3 In, out half3 Out) { Out = In; }