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UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray) |
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#endif |
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#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE) |
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UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray) |
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// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances |
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xxxx |
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UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray) |
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xyxx |
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#endif |
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UNITY_INSTANCING_BUFFER_END(unity_Builtins0) |
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#endif |
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#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE) |
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UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray) |
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// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances |
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xxxx |
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UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray) |
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#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xyxx |
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#endif |
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UNITY_INSTANCING_BUFFER_END(unity_Builtins1) |
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