soundvision/UnityProject/Assets/Scenes/Examples/Complex Demos/VFX Graph/Star.vfx

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name: '[System 1]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT
1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float angleX;\n float angleY;\n float angleZ;\n
uint seed;\n float3 color;\n float scaleX;\n float scaleY;\n float
scaleZ;\n uint particleId;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
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attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
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inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_48A7BD6A(inout float angleX, inout float angleY, inout float angleZ,
inout uint seed, float3 A, float3 B) /*attribute:angle Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n angleX = lerp(A.x,B.x,RAND);\n
angleY = lerp(A.y,B.y,RAND);\n angleZ = lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_FDD06EC7(inout
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_D51517D7(inout
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float scaleX, inout float scaleY, inout float scaleZ, inout uint seed, float3
A, float3 B) /*attribute:scale Composition:Overwrite Source:Slot Random:PerComponent
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channels:XYZ */\n{\n scaleX = lerp(A.x,B.x,RAND);\n scaleY = lerp(A.y,B.y,RAND);\n
scaleZ = lerp(A.z,B.z,RAND);\n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout
uint particleIndex, uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT)
// strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX,
stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
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+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
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sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
if (id < currentSumSpawnCount)\n {\n break;\n
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
attributes.angleX = (float)0;\n attributes.angleY = (float)0;\n
attributes.angleZ = (float)0;\n attributes.seed = (uint)0;\n
attributes.color = float3(1, 1, 1);\n attributes.scaleX = (float)1;\n
attributes.scaleY = (float)1;\n attributes.scaleZ = (float)1;\n
attributes.particleId = (uint)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n SetAttribute_48A7BD6A(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
/*inout */attributes.seed, float3(180, 180, 0), float3(0, 0, 0));\n
}\n {\n SetAttribute_FDD06EC7( /*inout */attributes.color,
float3(0, 0, 0));\n }\n {\n SetAttribute_D51517D7(
/*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
/*inout */attributes.seed, float3(0.5, 1, 0.5), float3(0.5, 100, 0.5));\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store((index * 0x2 + 0x0) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0x4 + 0x30D80) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store3((index * 0x4 + 0x92880) << 2,asuint(attributes.color));\n
attributeBuffer.Store((index * 0x4 + 0x30D81) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x4 + 0x30D82) << 2,asuint(attributes.scaleY));\n
attributeBuffer.Store((index * 0x4 + 0x30D83) << 2,asuint(attributes.scaleZ));\n
attributeBuffer.Store((index * 0x1 + 0xF4380) << 2,asuint(attributes.particleId));\n
\n\r\n }\r\n }\r\n}\r\n"
2019-12-24 00:05:10 +00:00
- compute: 1
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name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float angleX;\n float angleY;\n uint particleId;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_44ECFDE7(inout float angleX, inout float angleY, float2 Angle)
/*attribute:angle Composition:Add Source:Slot Random:Off channels:XY */\n{\n
angleX += Angle.x;\n angleY += Angle.y;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif
(attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0xF4380) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t uint tmp_v = attributes.particleId
^ asuint(uniform_b);\n\t\t\t float tmp_w = FixedRand(tmp_v);\n\t\t\t
float tmp_y = tmp_w * (float)2;\n\t\t\t float tmp_z = (float)-1 + tmp_y;\n\t\t\t
float2 tmp_ba = float2(tmp_z, tmp_z);\n\t\t\t SetAttribute_44ECFDE7( /*inout
*/attributes.angleX, /*inout */attributes.angleY, tmp_ba);\n\t\t\t}\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x2
+ 0x0) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x2 + 0x1) << 2,asuint(attributes.angleY));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n#if
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0xF4380) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t uint tmp_v = attributes.particleId
^ asuint(uniform_b);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t float
tmp_y = tmp_w * (float)2;\n\t\t float tmp_z = (float)-1 + tmp_y;\n\t\t
float2 tmp_ba = float2(tmp_z, tmp_z);\n\t\t SetAttribute_44ECFDE7( /*inout
*/attributes.angleX, /*inout */attributes.angleY, tmp_ba);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0x2 + 0x0) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0x2 + 0x1) << 2,asuint(attributes.angleY));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
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= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
2020-03-04 20:47:24 +00:00
name: '[System 1]Output Particle Cube'
source: "Shader \"Hidden/VFX/Star/System 1/Output Particle Cube\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
2019-12-24 00:05:10 +00:00
Back\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\"
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\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define VFX_BYPASS_EXPOSURE
1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float Color_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float3 color;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
float scaleZ;\n\t\t float3 position;\n\t\t float alpha;\n\t\t bool
alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t
float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float
size;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
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attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
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deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n
Pass\n {\t\t\n \tTags { \"LightMode\"=\"SceneSelectionPass\"
}\n \n \tZWrite On\n \tBlend Off\n \t\n
\tHLSLPROGRAM\n \t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n
\t#pragma target 4.5\n \t\n \tstruct ps_input\n \t{\n
\t\tfloat4 pos : SV_POSITION;\n \t\t#if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n
\t\t// x: alpha\n \t\t// y: alpha threshold\n \t\tnointerpolation
float2 builtInInterpolants : TEXCOORD1;\n \t\t#endif\n \t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n \t\tfloat4 cPosPrevious
: TEXCOORD2;\n \t\tfloat4 cPosNonJiterred : TEXCOORD3;\n \t\t#endif\n
\t\n \t\tUNITY_VERTEX_OUTPUT_STEREO\n \t};\n \t\n
\t#define VFX_VARYING_PS_INPUTS ps_input\n \t#define VFX_VARYING_POSCS
pos\n \t#define VFX_VARYING_ALPHA builtInInterpolants.x\n \t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n \t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n \t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n \t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n
\t#endif\n \t\n \t#undef VFX_USE_RIM_LIGHT\n \t\n
\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n \t#define SHADERPASS
SHADERPASS_MOTION_VECTORS\n \t#else\n \t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n
\t#endif\n \t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n
\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS must be defined.\n
\t#endif\n \t\n \t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n
\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n
\t\n\n \tvoid AttributeFromCurve_39BD5D15(inout float3 color, inout
float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite
AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n \t{\n \t float t = SampleTime;\n
\t float4 value = 0.0f;\n \t value = SampleGradient(Color, t);\n
\t color = value.rgb;\n \t alpha = value.a;\n \t}\n
\t\n\n \t\n \tstruct vs_input\n \t{\n \t\tVFX_DECLARE_INSTANCE_ID\n
\t};\n \t\n \t#pragma vertex vert\n \tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n \t{\n \t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n \t\t\n \t\tUNITY_SETUP_INSTANCE_ID(i);\n
\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n \t\n \t\tuint
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n \t\t\n \t\t\n
\t\t\t\tuint deadCount = 0;\n \t\t\t\t#if USE_DEAD_LIST_COUNT\n
\t\t\t\tdeadCount = deadListCount.Load(0);\n \t\t\t\t#endif\t\n
\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n \t\t\t\t#if USE_GEOMETRY_SHADER\n
\t\t\t\t\treturn; // cull\n \t\t\t\t#else\n \t\t\t\t\treturn
o; // cull\n \t\t\t\t#endif\n \t\t\t\t\n \t\t\t\tAttributes
attributes = (Attributes)0;\n \t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n \t\t\t\t\n \t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n
\t\t\t\tindex = indirectBuffer[index];\n \t\t\t\tattributes.angleX =
asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n \t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n \t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D80) << 2));\n \t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x92880) << 2));\n \t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D81) << 2));\n \t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D82) << 2));\n \t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D83) << 2));\n \t\t\t\tattributes.position
= float3(0, 0, 0);\n \t\t\t\tattributes.alpha = (float)1;\n \t\t\t\tattributes.alive
= (bool)true;\n \t\t\t\tattributes.axisX = float3(1, 0, 0);\n
\t\t\t\tattributes.axisY = float3(0, 1, 0);\n \t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n \t\t\t\tattributes.pivotX = (float)0;\n
\t\t\t\tattributes.pivotY = (float)0;\n \t\t\t\tattributes.pivotZ =
(float)0;\n \t\t\t\tattributes.size = (float)0.100000001;\n \t\t\t\t\n
\t\t\n \t\t\t\t#else\n \t\t\t\tattributes.alive = (bool)true;\n
\t\t\t\t\n \t\t\n \t\t\t\t#if !HAS_STRIPS\n \t\t\t\tif
(!attributes.alive)\n \t\t\t\t\treturn o;\n \t\t\t\t#endif\n
\t\t\t\t\t\n \t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n \t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n \t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D80) << 2));\n \t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x92880) << 2));\n \t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D81) << 2));\n \t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D82) << 2));\n \t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D83) << 2));\n \t\t\t\tattributes.position = float3(0, 0,
0);\n \t\t\t\tattributes.alpha = (float)1;\n \t\t\t\tattributes.axisX
= float3(1, 0, 0);\n \t\t\t\tattributes.axisY = float3(0, 1, 0);\n
\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n \t\t\t\tattributes.pivotX
= (float)0;\n \t\t\t\tattributes.pivotY = (float)0;\n \t\t\t\tattributes.pivotZ
= (float)0;\n \t\t\t\tattributes.size = (float)0.100000001;\n
\t\t\t\t\n \t\t\n \t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t//
Initialize built-in needed attributes\n \t\t\t\t#if HAS_STRIPS\n
\t\t\t\tInitStripAttributes(index, attributes, stripData);\n \t\t\t\t#endif\n
\t\t\t\t\n \t\t{\n \t\t float tmp_x = attributes.scaleY /
(float)80;\n \t\t float tmp_z = tmp_x * (float)-1;\n \t\t
float tmp_ba = (float)1 + tmp_z;\n \t\t AttributeFromCurve_39BD5D15(
/*inout */attributes.color, /*inout */attributes.alpha, Color_a, tmp_ba);\n
\t\t}\n \t\t\n\n \t\t\t\t\n \t\tif (!attributes.alive)\n
\t\t\treturn o;\n \t\t\n \t\tfloat3 offsets = (float3)0;\n
\t\toffsets.x = float(id & 1);\n \t\toffsets.y = float((id & 2) >> 1);\n
\t\toffsets.z = float((id & 6) >> 2);\n \t\toffsets -= 0.5f;\n
\t\t\n \t\t\n \t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n
\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n \t\t\t\tsize3.x *= attributes.scaleX;\n
\t\t\t\t#endif\n \t\t\t\t#if VFX_USE_SCALEY_CURRENT\n \t\t\t\tsize3.y
*= attributes.scaleY;\n \t\t\t\t#endif\n \t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n
\t\t\t\tsize3.z *= attributes.scaleZ;\n \t\t\t\t#endif\n \t\t\t\t\n
\t\t\n \t\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n
\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n \t\t\tattributes.axisX,\n
\t\t\tattributes.axisY,\n \t\t\tattributes.axisZ,\n \t\t\trot,\n
\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n
\t\t\tsize3,\n \t\t\tattributes.position);\n \t\n \t\tfloat3
inputVertexPosition = offsets;\n \t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n
\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n \t\t\n
\t#ifdef VFX_VARYING_POSWS\n \t\to.VFX_VARYING_POSWS = vPosWS;\n
\t#endif\n \t#ifdef VFX_VARYING_OFFSETS\n \t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n \t#endif\n \t#ifdef VFX_VARYING_FACEID\n
\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n \t#endif\n \t#if defined(VFX_VARYING_ROTX)
&& defined(VFX_VARYING_ROTY)\n \t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n
\t#ifdef VFX_LOCAL_SPACE \n \t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n
\t#endif\n \t\to.VFX_VARYING_ROTX = rot[0];\n \t\to.VFX_VARYING_ROTY
= rot[1];\n \t#endif\n \t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n
\t\t\n \t\t\n \t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS)
&& defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n \t\t\t\tfloat4x4 previousElementToVFX
= (float4x4)0;\n \t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n
\t\t\t\t\n \t\t\t\tUNITY_UNROLL\n \t\t\t\tfor (int itIndexMatrixRow
= 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n \t\t\t\t{\n
\t\t\t\t\tUNITY_UNROLL\n \t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol
< 4; ++itIndexMatrixCol)\n \t\t\t\t\t{\n \t\t\t\t\t\tuint itIndexMatrix
= itIndexMatrixCol * 4 + itIndexMatrixRow;\n \t\t\t\t\t\tuint read =
elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n
\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n
\t\t\t\t\t}\n \t\t\t\t}\n \t\t\t\t\n \t\t\t\tuint previousFrameIndex
= elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n \t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n
\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n
\t\t\t\t{\n \t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n \t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n
\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n
\t\t\t\t}\n \t\t\t\t#endif\n \t\t\t\t\n \t\n \t\t\n
\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n \t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n \t\t\t\t#endif\n \t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n \t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n
\t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n
\t\t\t\t\n \t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n
\t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t#if USE_SOFT_PARTICLE &&
defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n \t\t\t\t\n
\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n
\t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD)
&& (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n
\t\t\t\t\n \t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n
\t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t#if USE_UV_SCALE_BIAS\n
\t\t\t\t\n \t\t\t\t\n \t\t\t\t#if defined (VFX_VARYING_UV)\n
\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n
\t\t\t\t#endif\n \t\t\t\t#endif\n \t\t\t\t\n \t\t\t\t#if
defined(VFX_VARYING_POSWS)\n \t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n
\t\t\t\t#endif\n \t\t\t\t\n \t\t\n \t\t\n \t\t#if
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n
\t\to.VFX_VARYING_UV_SCALE = uvScale;\n \t\to.VFX_VARYING_UV_BIAS =
uvBias;\n \t\t#endif\n \t\t\n \t\t#if USE_FLIPBOOK\n
\t\t\n \t\t\n \t\t#ifdef VFX_VARYING_TEXINDEX\n \t\to.VFX_VARYING_TEXINDEX
= attributes.texIndex;\n \t\t#endif\n \t\t\n \t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n \t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n \t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n
\t\t#endif\n \t\t#ifdef VFX_VARYING_TEXINDEX\n \t\t#if USE_FLIPBOOK_MOTIONVECTORS
&& defined(VFX_VARYING_MOTIONVECTORSCALE)\n \t\t\n \t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n \t\t#endif\n \t\t#endif\n
\t\t#endif\n \t\n \t\t\n \t\n \t\treturn o;\n
\t}\n \t\n \t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n
\t\n \tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n
\t{\n \t#ifdef VFX_VARYING_OFFSETS\n \t\t//float3 s = i.VFX_VARYING_OFFSETS
> 0 ? 1.0f : -1.0f;\n \t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS
+ 1e-5));\n \t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast
uses round_z\n \t#else\n \t\treturn 0.0f;\n \t#endif\n
\t}\n \t\n \tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3
normal)\n \t{\n \t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n
\t\treturn mul(tbn,normal);\n \t}\n \t\n \tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n \t{\n \t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n \t\tfloat3x3 tbn;\n \t\tfloat3
faceNormal = VFXCubeGetLocalNormal(i);\n \t\tif (i.VFX_VARYING_FACEID
== 0)\n \t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n
\t\telse if (i.VFX_VARYING_FACEID == 1)\n \t\t\ttbn = float3x3(faceNormal.yxz,
faceNormal.xzy, float3(0, 1, 0));\n \t\telse\n \t\t\ttbn = float3x3(faceNormal.yzx,
float3(0,1,0),faceNormal.xyz);\n \t#ifdef USE_DOUBLE_SIDED\n
\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n \t\ttbn[0] *= multiplier;\n
\t\ttbn[2] *= multiplier;\n \t#endif\n \t\treturn mul(tbn, normal);\n
\t#else\n \t\treturn normal;\n \t#endif\n \t}\n
\t\n \tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3
normal)\n \t{\n \t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n
\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n \t\treturn
mul(rot,normal);\n \t#else\n \t\treturn normal;\n \t#endif\n
\t}\n \t\n \tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n
\t{\n \t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n
\t\tfloat2 uv;\n \t\tif (i.VFX_VARYING_FACEID == 0)\n \t\t\tuv
= i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n \t\telse
if (i.VFX_VARYING_FACEID == 1)\n \t\t\tuv = i.VFX_VARYING_OFFSETS.xz
* float2(i.VFX_VARYING_OFFSETS.y,1);\n \t\telse\n \t\t\tuv =
i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n \t\treturn
uv * 0.5f + 0.5f;\n \t#else\n \t\treturn 0.0f;\n \t#endif\n
\t}\n \t\n \t\t\n \t\n \t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n
\tint _ObjectId;\n \tint _PassValue;\n \t#endif\n \t\n
\t#pragma fragment frag\n \tfloat4 frag(ps_input i) : SV_Target0\n
\t{\n \t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n \t\tVFXTransformPSInputs(i);\n
\t\tfloat alpha = VFXGetFragmentColor(i).a;\n \t\tVFXClipFragmentColor(alpha,i);\n
\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n \t\t\t\n
\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n
\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n \t\t\t\t\t\tvelocity.y = -velocity.y;\n
\t\t\t\t\t#endif\n \t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n
\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n
\t\t\t\t\t\n \t\t\treturn encodedMotionVector;\n \t\t#elif VFX_PASSDEPTH
== VFX_PASSDEPTH_SELECTION\n \t\t\treturn float4(_ObjectId, _PassValue,
1.0, 1.0);\n \t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n
\t\t\treturn (float4)0;\n \t\t#else\n \t\t\t#error VFX_PASSDEPTH
undefined\n \t\t#endif\n \t}\n \t\n \n \tENDHLSL\n
}\n \n\r\n\t\t// Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_ALPHA_TEST
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation
float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4
cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
2019-12-24 00:05:10 +00:00
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
2020-03-04 20:47:24 +00:00
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
2019-12-24 00:05:10 +00:00
AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color,
float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
2020-03-04 20:47:24 +00:00
SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x92880) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x92880) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_x = attributes.scaleY / (float)80;\n\t\t\t\t float tmp_z = tmp_x
* (float)-1;\n\t\t\t\t float tmp_ba = (float)1 + tmp_z;\n\t\t\t\t AttributeFromCurve_39BD5D15(
/*inout */attributes.color, /*inout */attributes.alpha, Color_a, tmp_ba);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
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= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
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= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
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= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
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= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
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= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
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VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
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(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
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VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
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uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
(float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
_ DEBUG_DISPLAY\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos
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: SV_POSITION;\n\t\t\t\tfloat3 offsets : TEXCOORD0;\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation
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float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade
distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation
uint faceID : TEXCOORD3;\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\tnointerpolation
float4 scaleBias : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\tnointerpolation
float4 flipBookSize : TEXCOORD6;\n\t\t\t\tnointerpolation float texIndex :
TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
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builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_OFFSETS offsets\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t#if
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VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if
USE_UV_SCALE_BIAS\n\t\t#define VFX_VARYING_UV_SCALE scaleBias.xy\n\t\t#define
VFX_VARYING_UV_BIAS scaleBias.zw\n\t\t#endif\n\t\t#if USE_FLIPBOOK\n\t\t#define
VFX_VARYING_TEXINDEX texIndex\n\t\t#define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy\n\t\t#define
VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw\n\t\t#endif\n\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\t\n\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
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AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color,
float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
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SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input
i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount
= deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x92880) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x92880) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_x = attributes.scaleY / (float)80;\n\t\t\t\t float tmp_z = tmp_x
* (float)-1;\n\t\t\t\t float tmp_ba = (float)1 + tmp_z;\n\t\t\t\t AttributeFromCurve_39BD5D15(
/*inout */attributes.color, /*inout */attributes.alpha, Color_a, tmp_ba);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets
= (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id
& 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -=
0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3
rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3
vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
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= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
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= mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef
VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
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= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
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= VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
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= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
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VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
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(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE
= uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX
= attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE)
&& defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3
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VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
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fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\t\n\t\t\t\to.color
*= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,VFXCubeGetUV(i));\n\t\t\t\to.color
= VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w)
- (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t\t\to.outMotionVector.a
= o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
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- compute: 0
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name: '[System 1]Output Particle Distortion Mesh'
source: "Shader \"Hidden/VFX/Star/System 1/Output Particle Distortion Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
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Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\"
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\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
One One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define
DISTORTION_SCREENSPACE 1\n\t\t#define DISTORTION_SCALE_BY_DISTANCE 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t
float3 position;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3
axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float pivotX;\n\t\t
float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D distortionBlurMap;\n\t\tSamplerState
samplerdistortionBlurMap;\n\t\tfloat4 distortionBlurMap_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
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attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
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deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
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Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\"
}\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp
Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
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target 4.5\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
USE_NORMAL_MAP DISTORTION_NORMALBASED\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
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uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if
USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4
builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
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float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t//
x: horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t//
z: blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if
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USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if
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DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat4
tangent : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_POSSS projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if
DISTORTION_NORMALBASED\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define VFX_VARYING_UV uv\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\t\n\t\t\n\t\t\t#if
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!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
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\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t
#endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|| SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D80) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D81) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D82) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x30D83) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
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= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
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VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
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(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
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= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if
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DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(100, 100);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy
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= distortionScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if
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DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(100, 100);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x
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= distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat
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blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t\t\t\t blurScale = (float)1.59000003;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z
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= blurScale;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t//
Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy
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/= clipPosW;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
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o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2
distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion
= (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur
= smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst
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float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\t\t\t\tconst
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VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3
bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat
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normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS
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= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3
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viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat
smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat
smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion
= viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur
= (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\tfloat
fade = VFXGetSoftParticleFade(i);\n\t\t\t\t\t\t\t\t\to.distortion.xyw = fade
* i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\t\t\t\t\t\to.distortion.z
= 1.0;\n\t\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
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