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You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void surf (Input IN, inout SurfaceOutputStandard o) { + // Albedo comes from a texture tinted by color + + float2 uv = IN.uv_MainTex; + _SelectedCellX = floor(_SelectedCellX); + _SelectedCellY = floor(_SelectedCellY); + + fixed4 c = float4(0.0,0.0,0.0,0.0); + float gsize = floor(_GridSize); + gsize += _LineSize; + + float2 id = float2(floor(uv.x/(1.0/gsize)), floor(uv.y/(1.0/gsize))); + + float4 color = _InactiveColor; + float brightness = _InactiveColor.w; + + // Line Color Check + if (frac(uv.x*gsize) <= _LineSize || frac(uv.y*gsize) <= _LineSize){ + color = _LineColor; + brightness = color.w; + // Selected Cell Check + } else if (round(_SelectCell) == 1.0 && id.x == _SelectedCellX && id.y == _SelectedCellY) { + color = _ActiveColor; + brightness = color.w; + // Heatmap Value Fallback + } else { + float pos = id.y * _GridSize + id.x; + if(pos < _valueLength && _values[pos] >= 0.5) { + color = lerp(_InactiveColor, _ActiveColor, _values[pos]); + brightness = color.w; + } + } + + + //Clip transparent spots using alpha cutout + if (brightness == 0.0) { + clip(c.a - 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