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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
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(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
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= (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
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|
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^ systemSeed);\n#endif\n \n {\n SetAttribute_E6295C0(
|
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\ /*inout */seed, (float)6, (float)12);\n }\n {\n SetAttribute_48A7BD6E(
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/*inout */angleZ, /*inout */seed, (float)0, (float)360);\n }\n \n\n\n#if
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|
VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
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|
deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
|
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|
\ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n
|
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|
\ attributeBuffer.Store((index * 0x1 + 0x100) << 2,asuint(lifetime));\n
|
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|
\ attributeBuffer.Store((index * 0x1 + 0x140) << 2,asuint(angleZ));\n
|
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|
\ attributeBuffer.Store((index * 0x3 + 0x180) << 2,asuint(texIndex));\n
|
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|
\ attributeBuffer.Store3((index * 0x4 + 0x240) << 2,asuint(position));\n
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
+ 0x180) << 2,asuint(texIndex));\n attributeBuffer.Store3((index * 0x4
|
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|
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|
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|
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|
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|
- compute: 1
|
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|
name: '[System 1]Update'
|
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|
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
|
||
|
64\n#define VFX_USE_VELOCITY_CURRENT 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
|
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|
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 1\n#define VFX_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n
|
||
|
\ float FrameRate_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\n\n\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\n\nRWByteAddressBuffer
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|
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
|
||
|
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
|
||
|
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
|
||
|
FlipbookPlay_0(inout float texIndex, float FrameRate, float deltaTime) /*mode:Constant
|
||
|
*/\n{\n texIndex += FrameRate * deltaTime;\n}\nvoid Force_1(inout float3
|
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|
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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
|
||
|
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
|
||
|
\ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
|
||
|
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif
|
||
|
(id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index
|
||
|
* 0x3 + 0x181) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity
|
||
|
= 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
|
||
|
= (float)1;\n\t\t\tfloat size = (float)0.1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\tfloat
|
||
|
scaleY = (float)1;\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0x240) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x182) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
|
||
|
= position;\n#endif\n\t\t\t\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(-0.2,0.8,0),
|
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|
(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)0.1, 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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
|
||
|
* 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
|
||
|
* 0x3 + 0x182) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
|
||
|
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
|
||
|
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
|
||
|
* 0x3 + 0x181) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
|
||
|
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
||
|
* 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
||
|
* 0x1 + 0x100) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
|
||
|
* 0x3 + 0x180) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat size = (float)0.1;\n\t\tfloat
|
||
|
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
|
||
|
+ 0x182) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
|
||
|
= position;\n#endif\n\t\t\n\t\tFlipbookPlay_0( /*inout */texIndex, FrameRate_a,
|
||
|
deltaTime_a);\n\t\t{\n\t\t Force_1( /*inout */velocity, mass, float3(-0.2,0.8,0),
|
||
|
(float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Drag_1( /*inout */velocity, mass,
|
||
|
size, scaleX, scaleY, (float)0.1, deltaTime_a);\n\t\t}\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\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\n#if VFX_HAS_INDIRECT_DRAW\n uint
|
||
|
indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
|
||
|
= index;\n#endif\n#endif\n\t}\n}\n"
|
||
|
- compute: 0
|
||
|
name: '[System 1]Lit Quad Output'
|
||
|
source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
|
||
|
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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
|
||
|
!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#include \"HLSLSupport.cginc\"\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
|
||
|
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
|
||
|
1\n\t\t#define VFX_USE_AGE_CURRENT 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\n\t\t\n\t\t\n\t\t#define
|
||
|
VFX_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t 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#define IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include
|
||
|
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\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\n\t\t\n\t\t\n\t\t//
|
||
|
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
|
||
|
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
|
||
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define
|
||
|
_SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST
|
||
|
USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM
|
||
|
SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define
|
||
|
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|
||
|
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define 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
|
||
|
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
|
||
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
|
||
|
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
|
||
|
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR
|
||
|
|| HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3
|
||
|
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//
|
||
|
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
|
||
|
scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
|
||
|
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
|
||
|
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
|
||
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
|
||
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
||
|
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
|
||
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal
|
||
|
: TEXCOORD3;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
||
|
float3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
||
|
bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
|
||
|
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
|
||
|
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
|
||
|
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
|
||
|
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
|
||
|
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
|
||
|
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
|
||
|
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
|
||
|
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
|
||
|
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
|
||
|
VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\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_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_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|
||
|
|| USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if
|
||
|
USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define
|
||
|
VFX_VARYING_POSWS 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 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
|
||
|
AttributeFromCurve_45ABB909(inout float size, float age, float lifetime, float4
|
||
|
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
|
||
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float
|
||
|
t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
|
||
|
t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3455(inout
|
||
|
float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
|
||
|
channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid Orient_1(inout
|
||
|
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition
|
||
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w == 1.0f) // Face
|
||
|
plane for ortho\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 else\n\t\t\t
|
||
|
\ {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t
|
||
|
\ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
|
||
|
\ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid
|
||
|
AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age,
|
||
|
float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
|
||
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t
|
||
|
\ float t = age / lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value
|
||
|
= SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha =
|
||
|
value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\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\tuint
|
||
|
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
||
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
|
||
|
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
||
|
- deadCount)\n\t\t\t\t\t\t\treturn o; // cull\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
|
||
|
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
|
||
|
size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
||
|
scaleY = (float)1;\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 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\tbool alive = (attributeBuffer.Load((index * 0x3
|
||
|
+ 0x181) << 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
|
||
|
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
|
||
|
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
|
||
|
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
|
||
|
(!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
|
||
|
size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
||
|
scaleY = (float)1;\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
||
|
* 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
|
||
|
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
|
||
|
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(
|
||
|
/*inout */size, age, lifetime, Size_a);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
|
||
|
/*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\tOrient_1( /*inout */axisX, /*inout
|
||
|
*/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
|
||
|
(!alive)\n\t\t\t\t\treturn o;\n\t\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\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 float2
|
||
|
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst
|
||
|
float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets
|
||
|
* bentNormalFactor;\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
||
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance
|
||
|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
|
||
|
= (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
|
||
|
= 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\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\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
|
||
|
\ \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
|
||
|
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
|
||
|
\ 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
|
||
|
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#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
|
||
|
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
|
||
|
\ \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
|
||
|
= 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
|
||
|
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
|
||
|
= 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
|
||
|
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
|
||
|
= 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
|
||
|
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
|
||
|
\ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.4706581;\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
|
||
|
= 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
|
||
|
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
|
||
|
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
|
||
|
\ 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
|
||
|
= 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
|
||
|
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
|
||
|
= 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
|
||
|
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
|
||
|
= 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
|
||
|
= 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
|
||
|
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
|
||
|
= 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
|
||
|
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\n\t\t\t#define
|
||
|
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
|
||
|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
|
||
|
out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
|
||
|
i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
|
||
|
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t
|
||
|
\ \n\t\t\t\t diffusionProfile = (uint)1;\n\t\t\t\t}\n\t\t\t\t\n // Loads
|
||
|
diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfile = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
|
||
|
posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
|
||
|
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
|
||
|
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData
|
||
|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
|
||
|
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
|
||
|
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
|
||
|
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
|
||
|
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
|
||
|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
|
||
|
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
|
||
|
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
|
||
|
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include
|
||
|
\"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
|
||
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
||
|
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\t\n\t\t\t\t\t\t\t#if
|
||
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
||
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
||
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
||
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
||
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
||
|
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
|
||
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
||
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x
|
||
|
* i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS
|
||
|
= normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS
|
||
|
* bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS
|
||
|
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64\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT 1\n#define
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VFX_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n float4x4 localToWorld;\nCBUFFER_END\n\n\n#include
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Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer<Kvp> outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
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CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
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