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							- #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_PS4) || defined(SHADER_API_XBOXONE)
 
- 		StructuredBuffer<IndirectShaderData> IndirectShaderDataBuffer;
 
- 		StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
 
- 	#endif	
 
- #endif
 
- void setup()
 
- {
 
- #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
 
- 	#ifdef GPU_FRUSTUM_ON
 
- 		unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
 
- 		unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
 
- 	#else
 
- 		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
 
- }
 
 
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