Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Shaders/VS_InstancedIndirect.cginc

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2022-03-07 16:33:30 +00:00
#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> IndirectShaderDataBuffer;
StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
#endif
#endif
//Shader Graph
void InjectSetup_float(float3 A, out float3 Out)
{
Out = A;
}
void setupScale()
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#ifdef unity_LODFade
#undef unity_LODFade
#endif
#ifdef unity_ObjectToWorld
#undef unity_ObjectToWorld
#endif
#ifdef unity_WorldToObject
#undef unity_WorldToObject
#endif
#ifdef GPU_FRUSTUM_ON
unity_LODFade = VisibleShaderDataBuffer[unity_InstanceID].ControlData;
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#else
unity_LODFade = IndirectShaderDataBuffer[unity_InstanceID].ControlData;
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#endif
#ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING
#define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz
#define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz)
float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1));
#undef transformPosition
#undef distanceToCamera
#endif
#endif
}
void setup()
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#ifdef unity_LODFade
#undef unity_LODFade
#endif
#ifdef unity_ObjectToWorld
#undef unity_ObjectToWorld
#endif
#ifdef unity_WorldToObject
#undef unity_WorldToObject
#endif
#ifdef GPU_FRUSTUM_ON
unity_LODFade = VisibleShaderDataBuffer[unity_InstanceID].ControlData;
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#else
unity_LODFade = IndirectShaderDataBuffer[unity_InstanceID].ControlData;
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
#endif
#endif
}