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1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
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2019-11-03 22:37:01 +00:00
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1\n#include \"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/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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nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
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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 SetAttribute_E6295C0(inout float3 velocity,
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inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
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Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
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B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
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|
|
angleZ, inout uint seed, float A, float B) /*attribute:angle Composition:Overwrite
|
2019-11-03 22:37:01 +00:00
|
|
|
Source:Slot Random:PerComponent channels:Z */\n{\n angleZ = lerp(A.x,B.x,RAND);\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 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 VFX_USE_ALIVE_CURRENT\r\n
|
|
|
|
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
|
2019-10-03 09:38:22 +00:00
|
|
|
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
2019-11-03 22:37:01 +00:00
|
|
|
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 uint particleIndex
|
|
|
|
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
|
2019-10-03 09:38:22 +00:00
|
|
|
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
|
|
|
|
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
|
|
|
|
\ if (id < currentSumSpawnCount)\n {\n break;\n
|
2019-11-03 22:37:01 +00:00
|
|
|
\ }\n }\n */\n \n\r\n#endif\r\n float3
|
|
|
|
velocity = float3(0, 0, 0);\n uint seed = (uint)0;\n float lifetime
|
|
|
|
= (float)1;\n float angleZ = (float)0;\n float texIndex = (float)0;\n
|
|
|
|
\ float3 position = float3(0, 0, 0);\n bool alive = (bool)true;\n
|
|
|
|
\ float age = (float)0;\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 SetAttribute_E6295C0( /*inout */velocity, /*inout */seed,
|
|
|
|
float3(-0.333000004, 0.800000012, -0.333000004), float3(0.333000004, 1, 0.333000004));\n
|
2019-10-04 19:52:26 +00:00
|
|
|
\ }\n {\n SetAttribute_F01429A3( /*inout */lifetime,
|
|
|
|
\ /*inout */seed, (float)6, (float)12);\n }\n {\n SetAttribute_48A7BD6E(
|
2019-11-03 22:37:01 +00:00
|
|
|
/*inout */angleZ, /*inout */seed, (float)0, (float)360);\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
|
2019-10-04 19:52:26 +00:00
|
|
|
\ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x1 + 0x100) << 2,asuint(lifetime));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x1 + 0x140) << 2,asuint(angleZ));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x3 + 0x180) << 2,asuint(texIndex));\n
|
|
|
|
\ attributeBuffer.Store3((index * 0x4 + 0x240) << 2,asuint(position));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x3 + 0x181) << 2,uint(alive));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x3 + 0x182) << 2,asuint(age));\n
|
2019-11-03 22:37:01 +00:00
|
|
|
\ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
|
|
|
|
\ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x1 + 0x100) << 2,asuint(lifetime));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x1 + 0x140) << 2,asuint(angleZ));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x3 + 0x180) << 2,asuint(texIndex));\n
|
|
|
|
\ attributeBuffer.Store3((index * 0x4 + 0x240) << 2,asuint(position));\n
|
|
|
|
\ attributeBuffer.Store((index * 0x3 + 0x181) << 2,uint(alive));\n attributeBuffer.Store((index
|
|
|
|
* 0x3 + 0x182) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
2019-10-03 09:38:22 +00:00
|
|
|
- compute: 1
|
|
|
|
name: '[System 1]Update'
|
2019-11-03 22:37:01 +00:00
|
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT
|
2019-10-04 18:30:18 +00:00
|
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define
|
|
|
|
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT
|
|
|
|
1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
|
|
|
|
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW
|
2019-11-03 22:37:01 +00:00
|
|
|
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
|
|
\ float FrameRate_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
|
2019-10-03 09:38:22 +00:00
|
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
|
2019-11-03 22:37:01 +00:00
|
|
|
\"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 FlipbookPlay_0(inout
|
|
|
|
float texIndex, float FrameRate, float deltaTime) /*mode:Constant */\n{\n texIndex
|
|
|
|
+= FrameRate * deltaTime;\n}\nvoid Force_1(inout float3 velocity, float mass,
|
|
|
|
float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n velocity
|
|
|
|
+= (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid Drag_1(inout
|
|
|
|
float3 velocity, float mass, float size, float scaleX, float scaleY, float dragCoefficient,
|
|
|
|
float deltaTime) /*UseParticleSize:True */\n{\n \n float2 side = size
|
|
|
|
* (scaleX, scaleY);\n dragCoefficient *= side.x * side.y;\n velocity *=
|
|
|
|
max(0.0,(1.0 - (dragCoefficient * deltaTime) / mass));\n}\nvoid EulerIntegration(inout
|
|
|
|
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
|
|
|
|
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
|
|
|
|
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
|
|
|
|
{ alive = false; }\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\tbool alive = (attributeBuffer.Load((index
|
|
|
|
* 0x3 + 0x181) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 velocity
|
2019-10-03 09:38:22 +00:00
|
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime
|
|
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x100) << 2));\n\t\t\tfloat texIndex
|
|
|
|
= asfloat(attributeBuffer.Load((index * 0x3 + 0x180) << 2));\n\t\t\tfloat mass
|
2019-11-03 22:37:01 +00:00
|
|
|
= (float)1;\n\t\t\tfloat size = (float)0.100000001;\n\t\t\tfloat scaleX = (float)1;\n\t\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
|
|
scaleY = (float)1;\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
|
|
* 0x4 + 0x240) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
|
2019-11-03 22:37:01 +00:00
|
|
|
* 0x3 + 0x182) << 2));\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\tFlipbookPlay_0( /*inout */texIndex,
|
|
|
|
FrameRate_a, deltaTime_a);\n\t\t\t{\n\t\t\t Force_1( /*inout */velocity,
|
|
|
|
mass, float3(-0.200000003, 0.800000012, 0), (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
|
|
\ Drag_1( /*inout */velocity, mass, size, scaleX, scaleY, (float)0.100000001,
|
|
|
|
deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity,
|
|
|
|
deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime,
|
|
|
|
\ /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
|
2019-10-03 09:38:22 +00:00
|
|
|
* 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
|
|
|
|
0x3 + 0x180) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store3((index
|
|
|
|
* 0x4 + 0x240) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
|
2019-11-03 22:37:01 +00:00
|
|
|
* 0x3 + 0x182) << 2,asuint(age));\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\tattributeBuffer.Store((index
|
|
|
|
* 0x3 + 0x181) << 2,uint(alive));\n\t\t\t\t\n\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 velocity = asfloat(attributeBuffer.Load3((index
|
2019-10-03 09:38:22 +00:00
|
|
|
* 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
|
|
* 0x1 + 0x100) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
|
2019-11-03 22:37:01 +00:00
|
|
|
* 0x3 + 0x180) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat size = (float)0.100000001;\n\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
|
|
scaleX = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
|
|
* 0x4 + 0x240) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x3
|
|
|
|
+ 0x181) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x3
|
2019-11-03 22:37:01 +00:00
|
|
|
+ 0x182) << 2));\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\tFlipbookPlay_0( /*inout */texIndex, FrameRate_a,
|
|
|
|
deltaTime_a);\n\t\t{\n\t\t Force_1( /*inout */velocity, mass, float3(-0.200000003,
|
|
|
|
0.800000012, 0), (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Drag_1( /*inout
|
|
|
|
*/velocity, mass, size, scaleX, scaleY, (float)0.100000001, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
|
2019-10-03 09:38:22 +00:00
|
|
|
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
2019-11-03 22:37:01 +00:00
|
|
|
lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
|
|
|
0x4 + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x3 +
|
|
|
|
0x180) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x240)
|
|
|
|
<< 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x3 + 0x181) <<
|
|
|
|
2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x3 + 0x182) << 2,asuint(age));\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"
|
2019-10-03 09:38:22 +00:00
|
|
|
- compute: 0
|
|
|
|
name: '[System 1]Lit Quad Output'
|
2019-11-03 22:37:01 +00:00
|
|
|
source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
2019-10-04 18:30:18 +00:00
|
|
|
\"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\tBlend
|
|
|
|
One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
|
2019-10-03 09:38:22 +00:00
|
|
|
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
2019-10-04 18:30:18 +00:00
|
|
|
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT
|
|
|
|
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_TEXINDEX_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_POSITION_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_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
|
2019-10-03 09:38:22 +00:00
|
|
|
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_SCALEZ_CURRENT
|
2019-10-04 18:30:18 +00:00
|
|
|
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
|
|
|
|
IS_TRANSPARENT_PARTICLE 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA
|
|
|
|
1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define
|
|
|
|
USE_FLIPBOOK_INTERPOLATION 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define
|
|
|
|
HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
|
|
|
|
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define
|
|
|
|
HDRP_USE_BASE_COLOR 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\tCBUFFER_START(parameters)\n\t\t
|
2019-10-04 19:52:26 +00:00
|
|
|
\ float4 Size_a;\n\t\t float Color_d;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
|
|
|
|
baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState
|
|
|
|
samplernormalMap;\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
|
2019-11-03 22:37:01 +00:00
|
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
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2019-10-03 09:38:22 +00:00
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Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
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target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
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_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define
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_SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST
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USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM
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2019-10-04 18:30:18 +00:00
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SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
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enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
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|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
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HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\t\t\t\n\t\t\tstruct
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2019-10-03 09:38:22 +00:00
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ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
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float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation
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2019-10-04 18:30:18 +00:00
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float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation
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float4 emissiveColor : COLOR2;\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//
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2019-10-03 09:38:22 +00:00
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x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
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scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
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materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
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uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
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USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
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x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
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z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
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2019-10-04 18:30:18 +00:00
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: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
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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 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
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float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
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float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
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bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
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2019-10-03 09:38:22 +00:00
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(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
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VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
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VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
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VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
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VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
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VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
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USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
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HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
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HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
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2019-10-04 18:30:18 +00:00
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VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
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USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define
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2019-10-03 09:38:22 +00:00
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VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
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VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
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builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define
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2019-10-04 18:30:18 +00:00
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VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
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uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
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posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
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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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
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2019-10-03 09:38:22 +00:00
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
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AttributeFromCurve_45ABB909(inout float size, float age, float lifetime, float4
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Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
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Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float
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t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
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t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3455(inout
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float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
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channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid Orient_1(inout
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float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition
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*/\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w == 1.0f) // Face
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plane for ortho\n\t\t\t {\n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
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\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t
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\ #if VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
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\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t
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\ axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ
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= -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t }\n\t\t\t else\n\t\t\t
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\ {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
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\ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
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\ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid
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AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age,
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float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
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SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
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\ float t = age / lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value
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= SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha =
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value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
2019-10-04 18:30:18 +00:00
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vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if
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VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint
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index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint
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index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
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o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
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= 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
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(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
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// 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
|
2019-10-03 09:38:22 +00:00
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VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
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lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat
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|
angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat
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|
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x180) << 2));\n\t\t\t\t\t\tfloat
|
2019-11-03 22:37:01 +00:00
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|
size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
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|
scaleY = (float)1;\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
2019-11-03 22:37:01 +00:00
|
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|
* 0x4 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
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|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x3
|
2019-11-03 22:37:01 +00:00
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|
+ 0x181) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
|
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|
|
axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
|
|
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
|
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|
|
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 scaleZ = (float)1;\n\t\t\t\t\t\tfloat
|
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|
|
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x182) << 2));\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
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|
alive = (attributeBuffer.Load((index * 0x3 + 0x181) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
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|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
|
|
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat
|
|
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat
|
|
|
|
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x180) << 2));\n\t\t\t\t\t\tfloat
|
2019-11-03 22:37:01 +00:00
|
|
|
size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
2019-10-03 09:38:22 +00:00
|
|
|
scaleY = (float)1;\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
2019-11-03 22:37:01 +00:00
|
|
|
* 0x4 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\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
|
2019-10-03 09:38:22 +00:00
|
|
|
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\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 scaleZ = (float)1;\n\t\t\t\t\t\tfloat
|
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|
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x182) << 2));\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\tAttributeFromCurve_45ABB909(
|
2019-10-04 19:52:26 +00:00
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|
|
/*inout */size, age, lifetime, Size_a);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
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|
|
/*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\tOrient_1( /*inout */axisX, /*inout
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|
|
*/axisY, /*inout */axisZ, position);\n\t\t\t\tAttributeFromCurve_48A86161(
|
|
|
|
/*inout */color, /*inout */alpha, age, lifetime, Color_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
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|
(!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
|
2019-10-04 18:30:18 +00:00
|
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
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|
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
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|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
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|
\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
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|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
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|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
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+ 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
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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
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= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
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& 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
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2019-10-03 09:38:22 +00:00
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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
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*= 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
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*= 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
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2019-10-04 18:30:18 +00:00
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*= 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
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elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
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vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
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= 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
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VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
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< 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
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2019-10-03 09:38:22 +00:00
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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
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2019-10-04 18:30:18 +00:00
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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
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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
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= 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
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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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= 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)
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\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
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VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
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= 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
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2019-10-04 19:52:26 +00:00
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&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance
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= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
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= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
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2019-10-03 09:38:22 +00:00
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= 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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
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= 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
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= 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
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2019-10-04 18:30:18 +00:00
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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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2019-10-04 19:52:26 +00:00
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USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
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2019-11-03 22:37:01 +00:00
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\ \n\t\t\t\t\t\t flipBookSize = float2(8, 8);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2
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2019-10-04 19:52:26 +00:00
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invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
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2019-11-03 22:37:01 +00:00
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\ invFlipBookSize = float2(0.125, 0.125);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
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2019-10-04 19:52:26 +00:00
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uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
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2019-10-03 09:38:22 +00:00
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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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2019-10-04 18:30:18 +00:00
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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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
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2019-10-04 19:52:26 +00:00
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VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
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\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
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2019-10-03 09:38:22 +00:00
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= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
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VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
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= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
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VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
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= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
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2019-10-04 19:52:26 +00:00
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VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
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2019-11-03 22:37:01 +00:00
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\ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.470658094;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
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2019-10-03 09:38:22 +00:00
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= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
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2019-10-04 19:52:26 +00:00
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USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat
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normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
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\ normalScale = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
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2019-10-03 09:38:22 +00:00
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= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
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HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
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= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
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VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
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= color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
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= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
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HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
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= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\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\n\t\t\t#define
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SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
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VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
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i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
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2019-10-04 18:30:18 +00:00
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HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
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\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
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Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
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= 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
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posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
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_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
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alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
|
2019-10-03 09:38:22 +00:00
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= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
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= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
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= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
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= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
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= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
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VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
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bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
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= 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#include
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\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma
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fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
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2019-10-04 18:30:18 +00:00
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USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if
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2019-10-03 09:38:22 +00:00
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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
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float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
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normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
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= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
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&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
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i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
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2019-10-04 18:30:18 +00:00
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bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
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= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
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= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
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*= faceMul;\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 USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
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n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
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2019-10-03 09:38:22 +00:00
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|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
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= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
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= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\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#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
2019-11-03 22:37:01 +00:00
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= VFXGetPixelOutputForward(i,normalWS,uvData);\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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2019-10-03 09:38:22 +00:00
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- compute: 1
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name: '[System 1]CameraSort'
|
2019-11-03 22:37:01 +00:00
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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|
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1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
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\ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"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\nCBUFFER_START(params)\r\n
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\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
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\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
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inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
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Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
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outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
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groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
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threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
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id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
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* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
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inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
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* 0x4 + 0x240) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3
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wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos
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= position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
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kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
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= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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2019-10-03 09:38:22 +00:00
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