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Question Getting correct InstanceID in ShaderGraph

Discussion in 'Shader Graph' started by Epineurien, Mar 30, 2023.

  1. Epineurien


    Mar 9, 2013
    I'm working with Graphics.DrawMeshInstanced, and it seems that by default the InstanceID provided by shadergraph is the one internally used by the GPU, which wrap back arbitrarily to 0 - preventing instances from fetching their personalized data.

    Unity apparently has functions that can give back the "real" InstanceID from the value provided by the GPU, but I can't get any of them to work in a custom node, and all documentation/threads about it seems to be for non-Shadergraph shaders.

    Has anyone encountered and solved that problem?