First is a passthrough custom function node that loads the hlsl code.
Second custom function node contains the code to setup procedural instancing.
It needs to be implmeneted in a custom function node or else it wont work.
Important bits is the #pragma instancing_options procedural:setup
where "procedural:setup" calls a function in the included code in the previous node.
The output from this goes into position output of vertex stage. It needs to be connected for shader graph to compile it.
Shader Graph should now work just as normal, just that it uses data passed from ComputeBuffers.
Do note that the example code in Render.cs is sub-optimal and is mostly there as an example of how to use it from the C# side.
You can find a sample unitypackage here
Thanks! Is the same working for HDRP too? Or is it more complicated?