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||
|
SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity
|
||
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity
|
||
|
= Velocity;\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
|
||
|
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
|
||
|
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
||
|
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
|
||
|
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
|
||
|
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
|
||
|
\ }\n }\n */\n \n\r\n#endif\r\n float
|
||
|
lifetime = (float)1;\n float size = (float)0.100000001;\n float
|
||
|
scaleX = (float)1;\n float scaleY = (float)1;\n float scaleZ =
|
||
|
(float)1;\n float3 color = float3(1, 1, 1);\n float3 velocity
|
||
|
= float3(0, 0, 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_F0142CB9( /*inout */lifetime, (float)60);\n
|
||
|
\ }\n {\n SetAttribute_3278B22F( /*inout */size, (float)0.100000001);\n
|
||
|
\ }\n SetAttribute_D8CFD75F( /*inout */scaleX, /*inout */scaleY,
|
||
|
\ /*inout */scaleZ, Scale_c);\n SetAttribute_FDD06EC7( /*inout */color,
|
||
|
Color_d);\n SetAttribute_18B2FD0( /*inout */color, Color_e, Blend_e);\n
|
||
|
\ SetAttribute_E629755( /*inout */velocity, Velocity_f);\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.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4243) << 2,asuint(size));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4244) << 2,asuint(scaleX));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4245) << 2,asuint(scaleY));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4246) << 2,asuint(scaleZ));\n
|
||
|
\ attributeBuffer.Store3((index * 0x8 + 0xF4240) << 2,asuint(color));\n
|
||
|
\ attributeBuffer.Store3((index * 0x4 + 0x895440) << 2,asuint(velocity));\n
|
||
|
\ attributeBuffer.Store3((index * 0x4 + 0xC65D40) << 2,asuint(position));\n
|
||
|
\ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,uint(alive));\n
|
||
|
\ attributeBuffer.Store((index * 0x1 + 0x112A880) << 2,asuint(age));\n
|
||
|
\ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
|
||
|
\ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4243) << 2,asuint(size));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4244) << 2,asuint(scaleX));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4245) << 2,asuint(scaleY));\n
|
||
|
\ attributeBuffer.Store((index * 0x8 + 0xF4246) << 2,asuint(scaleZ));\n
|
||
|
\ attributeBuffer.Store3((index * 0x8 + 0xF4240) << 2,asuint(color));\n
|
||
|
\ attributeBuffer.Store3((index * 0x4 + 0x895440) << 2,asuint(velocity));\n
|
||
|
\ attributeBuffer.Store3((index * 0x4 + 0xC65D40) << 2,asuint(position));\n
|
||
|
\ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,uint(alive));\n
|
||
|
\ attributeBuffer.Store((index * 0x1 + 0x112A880) << 2,asuint(age));\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_LIFETIME_CURRENT
|
||
|
1\n#define VFX_USE_VELOCITY_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
|
||
|
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 deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\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 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
|
||
|
* 0x1 + 0x1036640) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat
|
||
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3
|
||
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\tfloat
|
||
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x112A880) << 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\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
|
||
|
* 0x4 + 0xC65D40) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
|
||
|
* 0x1 + 0x112A880) << 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
|
||
|
* 0x1 + 0x1036640) << 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\tfloat
|
||
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3
|
||
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\tbool
|
||
|
alive = (attributeBuffer.Load((index * 0x1 + 0x1036640) << 2));\n\t\tfloat age
|
||
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x112A880) << 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\tEulerIntegration(
|
||
|
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
|
||
|
lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
||
|
0x4 + 0xC65D40) << 2,asuint(position));\n\t\tattributeBuffer.Store((index *
|
||
|
0x1 + 0x1036640) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1
|
||
|
+ 0x112A880) << 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"
|
||
|
- 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\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
||
|
\"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
|
||
|
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#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_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_COLOR_CURRENT 1\n\t\t#define
|
||
|
VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define
|
||
|
VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT
|
||
|
1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define
|
||
|
VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define
|
||
|
VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_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_TRANSPARENT_PARTICLE 1\n\t\t#define
|
||
|
VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
|
||
|
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\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\tvoid
|
||
|
Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
|
||
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
|
||
|
\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
|
||
|
VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
|
||
|
\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
|
||
|
= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
|
||
|
\ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid Orient_6(inout float3 axisX, inout
|
||
|
float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
|
||
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ
|
||
|
= position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
|
||
|
\ axisZ = cross(axisX,axisY);\n\t\t\t \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 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\tfloat
|
||
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4243) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4244) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4245) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4246) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xF4240) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat
|
||
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
||
|
+ 0x1036640) << 2));\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
|
||
|
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
angleZ = (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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
|
||
|
alive = (attributeBuffer.Load((index * 0x1 + 0x1036640) << 2));\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\tfloat size =
|
||
|
asfloat(attributeBuffer.Load((index * 0x8 + 0xF4243) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4244) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4245) << 2));\n\t\t\t\t\t\tfloat
|
||
|
scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4246) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xF4240) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat3
|
||
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 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
|
||
|
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
|
||
|
angleZ = (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\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\tOrient_0(
|
||
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tOrient_6( /*inout
|
||
|
*/axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t\n\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\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
|
||
|
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
|
||
|
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
|
||
|
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
|
||
|
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
|
||
|
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
|
||
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
||
|
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
|
||
|
= 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
|
||
|
= 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"
|
||
|
- compute: 1
|
||
|
name: '[System 1]CameraSort'
|
||
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
||
|
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
|
||
|
\ float4x4 localToWorld;\nCBUFFER_END\n\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\nCBUFFER_START(params)\r\n
|
||
|
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
||
|
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
||
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
||
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
||
|
outputBuffer;\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
|
||
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
||
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
||
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
||
|
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0xC65D40) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3
|
||
|
wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos
|
||
|
= position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
||
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
||
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
||
|
m_Infos:
|
||
|
m_Expressions:
|
||
|
m_Expressions:
|
||
|
- op: 1
|
||
|
valueIndex: 0
|
||
|
data[0]: -1
|
||
|
data[1]: -1
|
||
|
data[2]: -1
|
||
|
data[3]: 2
|
||
|
- op: 1
|
||
|
valueIndex: 2
|
||
|
data[0]: -1
|
||
|
data[1]: -1
|
||
|
data[2]: -1
|
||
|
data[3]: 1
|
||
|
- op: 1
|
||
|
valueIndex: 3
|
||
|
data[0]: -1
|
||
|
data[1]: -1
|
||
|
data[2]: -1
|
||
|
data[3]: 1
|
||
|
- op: 26
|
||
|
valueIndex: 4
|
||
|
data[0]: 1
|
||
|
data[1]: 2
|
||
|
data[2]: -1
|
||
|
data[3]: 1
|
||
|
- op: 5
|
||
|
valueIndex: 5
|
||
|
data[0]: 0
|
||
|
data[1]: -1
|
||
|
data[2]: 0
|
||
|
data[3]: 2
|
||
|
- op: 1
|
||
|
valueIndex: 6
|
||
|
data[0]: -1
|
||
|
data[1]: -1
|
||
|
data[2]: -1
|
||
|
data[3]: 3
|
||
|
- op: 31
|
||
|
valueIndex: 9
|
||
|
data[0]: 3
|
||
|
data[1]: 4
|
||
|
data[2]: -1
|
||
|
data[3]: 1
|
||
|
- op: 5
|
||
|
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