4224 lines
144 KiB
Text
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name: '[System 1]Initialize'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT
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1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
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VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SPAWNCOUNT_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT
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1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define
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VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
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1\n#define VFX_USE_SPAWNCOUNT_SOURCE 1\n#define VFX_LOCAL_SPACE 1\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
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attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
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!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
|
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\ 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 VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
|
||
|
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
|
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|
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
|
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|
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
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|
inputAdditional;\r\n#endif\r\n\r\nvoid PositionSequential_913D42CB(uint particleId,
|
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|
inout float3 position, float3 computedPosition) /*shape:ThreeDimensional index:ParticleID
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writePosition:True writeTargetPosition:False mode:Wrap */\n{\n position +=
|
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computedPosition;\n \n}\nvoid SetAttribute_48A7BEFB(inout float angleZ, float
|
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|
Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Z
|
||
|
*/\n{\n angleZ = Angle.x;\n}\nvoid SetAttribute_3278B22F(inout float size,
|
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|
float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
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|
*/\n{\n size = Size;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
|
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|
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
|
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|
\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
|
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|
NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
|
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* dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
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|
\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
|
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|
0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
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|
* 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 VFX_USE_ALIVE_CURRENT\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
|
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|
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
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|
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
|
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|
= 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
|
||
|
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
|
||
|
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
|
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|
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
|
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|
\ if (id < currentSumSpawnCount)\n {\n break;\n
|
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|
\ }\n }\n */\n \n\r\n#endif\r\n uint particleId
|
||
|
= (uint)0;\n float3 position = float3(0, 0, 0);\n float angleZ
|
||
|
= (float)0;\n float size = (float)0.100000001;\n float scaleX
|
||
|
= (float)1;\n float scaleY = (float)1;\n float scaleZ = (float)1;\n
|
||
|
\ float angleX = (float)0;\n float angleY = (float)0;\n float3
|
||
|
color = float3(1, 1, 1);\n float spawnCount_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
||
|
* 0x1 + 0x0) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
|
||
|
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
|
||
|
^ systemSeed);\r\n#endif\r\n \r\n {\n float tmp_t =
|
||
|
spawnCount_source;\n uint tmp_u = (uint)tmp_t;\n float
|
||
|
tmp_v = (float)tmp_u;\n float tmp_x = pow(tmp_v, (float)0.5);\n uint
|
||
|
tmp_y = (uint)tmp_x;\n uint tmp_z = tmp_y * tmp_y;\n uint
|
||
|
tmp_ba = particleId / tmp_z;\n uint tmp_bb = tmp_ba * tmp_z;\n uint
|
||
|
tmp_bc = particleId - tmp_bb;\n uint tmp_bd = tmp_bc / tmp_y;\n float
|
||
|
tmp_be = (float)tmp_bd;\n uint tmp_bf = tmp_bd * tmp_y;\n uint
|
||
|
tmp_bg = tmp_bc - tmp_bf;\n float tmp_bh = (float)tmp_bg;\n uint
|
||
|
tmp_bi = tmp_bc - tmp_bc;\n float tmp_bj = (float)tmp_bi;\n float3
|
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|
tmp_bk = float3(tmp_be, tmp_bh, tmp_bj);\n float tmp_bl = (float)tmp_y;\n
|
||
|
\ float3 tmp_bn = float3(tmp_bl, tmp_bl, (float)1);\n float3
|
||
|
tmp_bp = tmp_bn - float3(1, 1, 1);\n float3 tmp_bq = max(tmp_bp,
|
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|
float3(1, 1, 1));\n float3 tmp_br = tmp_bk / tmp_bq;\n float3
|
||
|
tmp_bt = tmp_br * float3(2, 2, 2);\n float3 tmp_bu = tmp_bt - float3(1,
|
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|
1, 1);\n float tmp_bv = tmp_bu[0];\n float3 tmp_bw = float3(tmp_bv,
|
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|
tmp_bv, tmp_bv);\n float3 tmp_bx = saturate(tmp_bp);\n float
|
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|
tmp_by = tmp_bx[0];\n float3 tmp_bz = float3(tmp_by, tmp_by, tmp_by);\n
|
||
|
\ float3 tmp_ca = tmp_bw * tmp_bz;\n float3 tmp_cc = tmp_ca
|
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|
* float3(10, 0, 0);\n float tmp_cd = tmp_bu[1];\n float3
|
||
|
tmp_ce = float3(tmp_cd, tmp_cd, tmp_cd);\n float tmp_cf = tmp_bx[1];\n
|
||
|
\ float3 tmp_cg = float3(tmp_cf, tmp_cf, tmp_cf);\n float3
|
||
|
tmp_ch = tmp_ce * tmp_cg;\n float3 tmp_cj = tmp_ch * float3(0, 10,
|
||
|
0);\n float3 tmp_ck = tmp_cc + tmp_cj;\n PositionSequential_913D42CB(particleId,
|
||
|
\ /*inout */position, tmp_ck);\n }\n {\n float tmp_t
|
||
|
= (float)particleId;\n float tmp_v = max(tmp_t, (float)0);\n float
|
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|
tmp_w = spawnCount_source;\n uint tmp_x = (uint)tmp_w;\n float
|
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|
tmp_y = (float)tmp_x;\n float tmp_ba = pow(tmp_y, (float)0.5);\n
|
||
|
\ float tmp_bb = tmp_ba * tmp_ba;\n float tmp_bc = min(tmp_v,
|
||
|
tmp_bb);\n float tmp_bd = tmp_bc / tmp_bb;\n float tmp_bf
|
||
|
= tmp_bd * (float)360;\n SetAttribute_48A7BEFB( /*inout */angleZ,
|
||
|
tmp_bf);\n }\n {\n SetAttribute_3278B22F( /*inout */size,
|
||
|
(float)0.00999999978);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
|
||
|
\ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
|
||
|
\ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
|
||
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
|
||
|
* 0x3 + 0x61B00) << 2,asuint(angleZ));\n attributeBuffer.Store((index
|
||
|
* 0x1 + 0xAAF40) << 2,asuint(size));\n attributeBuffer.Store((index
|
||
|
* 0x8 + 0xC3603) << 2,asuint(scaleX));\n attributeBuffer.Store((index
|
||
|
* 0x8 + 0xC3604) << 2,asuint(scaleY));\n attributeBuffer.Store((index
|
||
|
* 0x8 + 0xC3605) << 2,asuint(scaleZ));\n attributeBuffer.Store((index
|
||
|
* 0x3 + 0x61B01) << 2,asuint(angleX));\n attributeBuffer.Store((index
|
||
|
* 0x3 + 0x61B02) << 2,asuint(angleY));\n attributeBuffer.Store3((index
|
||
|
* 0x8 + 0xC3600) << 2,asuint(color));\n \n\r\n }\r\n#else\r\n
|
||
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
||
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
|
||
|
0x3 + 0x61B00) << 2,asuint(angleZ));\n attributeBuffer.Store((index *
|
||
|
0x1 + 0xAAF40) << 2,asuint(size));\n attributeBuffer.Store((index * 0x8
|
||
|
+ 0xC3603) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x8
|
||
|
+ 0xC3604) << 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x8
|
||
|
+ 0xC3605) << 2,asuint(scaleZ));\n attributeBuffer.Store((index * 0x3
|
||
|
+ 0x61B01) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x3
|
||
|
+ 0x61B02) << 2,asuint(angleY));\n attributeBuffer.Store3((index * 0x8
|
||
|
+ 0xC3600) << 2,asuint(color));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
||
|
- compute: 1
|
||
|
name: '[System 1]Update'
|
||
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
||
|
1\n#define VFX_USE_ANGLEZ_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_ANGLEX_CURRENT
|
||
|
1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
|
||
|
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
|
||
|
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\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\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
|
||
|
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151642(inout
|
||
|
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
|
||
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n scaleX
|
||
|
= Scale.x;\n scaleY = Scale.y;\n scaleZ = Scale.z;\n}\nvoid SetAttribute_44ECFDE2(inout
|
||
|
float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle
|
||
|
Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n angleX += Angle.x;\n
|
||
|
\ angleY += Angle.y;\n angleZ += Angle.z;\n}\nvoid SetAttribute_FDD06EC7(inout
|
||
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
||
|
Random:Off channels:XYZ */\n{\n color = Color;\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#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat
|
||
|
angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\tfloat
|
||
|
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\tfloat
|
||
|
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\tfloat
|
||
|
scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\tfloat
|
||
|
angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\tfloat
|
||
|
angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\tfloat3
|
||
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 2));\n\t\t\tfloat
|
||
|
spawnCount_source = (float)0;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
|
||
|
= position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t SetAttribute_D5151642(
|
||
|
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(15, 15, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t
|
||
|
\ SetAttribute_44ECFDE2( /*inout */angleX, /*inout */angleY, /*inout */angleZ,
|
||
|
float3(0, 0, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_t = position[0];\n\t\t\t
|
||
|
\ float tmp_v = tmp_t * (float)2;\n\t\t\t float tmp_x = position[1];\n\t\t\t
|
||
|
\ float tmp_y = tmp_x * (float)2;\n\t\t\t float3 tmp_z = float3(tmp_v,
|
||
|
(float)1, tmp_y);\n\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_z);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif
|
||
|
(alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B00)
|
||
|
<< 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3603)
|
||
|
<< 2,asuint(scaleX));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3604)
|
||
|
<< 2,asuint(scaleY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3605)
|
||
|
<< 2,asuint(scaleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B01)
|
||
|
<< 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B02)
|
||
|
<< 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0xC3600)
|
||
|
<< 2,asuint(color));\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\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
|
||
|
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
||
|
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0x0) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B00) << 2));\n\t\tfloat scaleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3603) << 2));\n\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3604) << 2));\n\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3605) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B01) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B02) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x8 + 0xC3600) << 2));\n\t\tfloat spawnCount_source = (float)0;\n\t\t\n\r\n\t\t\r\n#if
|
||
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
|
||
|
\ SetAttribute_D5151642( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ,
|
||
|
float3(15, 15, 1));\n\t\t}\n\t\t{\n\t\t SetAttribute_44ECFDE2( /*inout */angleX,
|
||
|
\ /*inout */angleY, /*inout */angleZ, float3(0, 0, 1));\n\t\t}\n\t\t{\n\t\t
|
||
|
\ float tmp_t = position[0];\n\t\t float tmp_v = tmp_t * (float)2;\n\t\t
|
||
|
\ float tmp_x = position[1];\n\t\t float tmp_y = tmp_x * (float)2;\n\t\t
|
||
|
\ float3 tmp_z = float3(tmp_v, (float)1, tmp_y);\n\t\t SetAttribute_FDD06EC7(
|
||
|
/*inout */color, tmp_z);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
||
|
* 0x3 + 0x61B00) << 2,asuint(angleZ));\n\t\tattributeBuffer.Store((index * 0x8
|
||
|
+ 0xC3603) << 2,asuint(scaleX));\n\t\tattributeBuffer.Store((index * 0x8 + 0xC3604)
|
||
|
<< 2,asuint(scaleY));\n\t\tattributeBuffer.Store((index * 0x8 + 0xC3605) <<
|
||
|
2,asuint(scaleZ));\n\t\tattributeBuffer.Store((index * 0x3 + 0x61B01) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index
|
||
|
* 0x3 + 0x61B02) << 2,asuint(angleY));\n\t\tattributeBuffer.Store3((index *
|
||
|
0x8 + 0xC3600) << 2,asuint(color));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
|
||
|
\ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
|
||
|
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
|
||
|
- compute: 0
|
||
|
name: '[System 1]Quad Output'
|
||
|
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
||
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\"
|
||
|
\"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\tZTest
|
||
|
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
|
||
|
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
||
|
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
|
||
|
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ANGLEX_CURRENT 1\n\t\t#define
|
||
|
VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_COLOR_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define
|
||
|
VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
|
||
|
mainTexture;\n\t\tSamplerState samplermainTexture;\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\n\t\tByteAddressBuffer
|
||
|
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
|
||
|
deadListCount;\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\tENDHLSL\n\t\t\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#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_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 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\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\tnointerpolation float3 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};\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_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
||
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
|
||
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
||
|
uv\n\t\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\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, uint instanceID
|
||
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
||
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
||
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
||
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
||
|
o = (VFX_VARYING_PS_INPUTS)0;\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\t#if
|
||
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
|
||
|
size = asfloat(attributeBuffer.Load((index * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat
|
||
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3
|
||
|
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||
|
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
spawnCount_source = (float)0;\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\tbool
|
||
|
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
|
||
|
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index
|
||
|
* 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
|
||
|
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||
|
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
spawnCount_source = (float)0;\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\n\t\t\t\t\n\t\t\t\tif
|
||
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
||
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
||
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
||
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
||
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
||
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
||
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
||
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
||
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
||
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
||
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
||
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
||
|
*= 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
|
||
|
*= 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
|
||
|
*= 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\tconst float4x4
|
||
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
||
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
||
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
||
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
||
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
||
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\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
|
||
|
= 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 = 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 && 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\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\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\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, 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\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\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\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\n\t\t\t\n\t\t\t\n\t\t\t#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
||
|
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
|
||
|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
|
||
|
(float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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\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 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\t\t#if
|
||
|
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
|
||
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\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: exposure weight\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 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\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
||
|
posWS : TEXCOORD3;\n\t\t\t\t#endif\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\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
|
||
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
||
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
|
||
|
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
||
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
||
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\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, uint instanceID
|
||
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
||
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
||
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
||
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
||
|
o = (VFX_VARYING_PS_INPUTS)0;\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\t#if
|
||
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
|
||
|
size = asfloat(attributeBuffer.Load((index * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat
|
||
|
angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat
|
||
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3
|
||
|
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||
|
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
spawnCount_source = (float)0;\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\tbool
|
||
|
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
|
||
|
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index
|
||
|
* 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
|
||
|
* 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
|
||
|
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
||
|
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
spawnCount_source = (float)0;\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\n\t\t\t\t\n\t\t\t\tif
|
||
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
||
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
||
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
||
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
||
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
||
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
||
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
||
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
||
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
||
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
||
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
||
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
||
|
*= 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
|
||
|
*= 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
|
||
|
*= 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\tconst float4x4
|
||
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
||
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
||
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
||
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
||
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
||
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
||
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\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
|
||
|
= 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 = 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 && 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\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\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
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USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
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invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
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= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
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= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
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USE_FLIPBOOK_MOTIONVECTORS\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\n\t\t\t\treturn
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o;\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\t#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\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\tps_output
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o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
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VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
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color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
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VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\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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VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\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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VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
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VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
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= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
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= saturate(o.color.a);\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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