#Shader Custom Function
1 messages · Page 1 of 1 (latest)
I'm gonna use a thread not to clog up the chat
SO I have a Shader Graph I am using.
Take note, I am taking a Geometry Position (Object space), injecting pragmas, pay attention to: procedural:ConfigureProcedural, that is important for the next screen shots.
And here is the GraphPointGPU.hlsl contents:
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float _Step;
void ConfigureProcedural() {
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
UNITY_MATRIX_M = 0.0;
UNITY_MATRIX_M._m03_m13_m23_m33 = float4(position, 1.0);
UNITY_MATRIX_M._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;
}