From 02e356cdee7ea487efa114bfc4ec3f17ef8b8d64 Mon Sep 17 00:00:00 2001 From: max Date: Tue, 14 Jan 2020 20:34:58 +0100 Subject: [PATCH] Understood Depth of field. Optimized Particle Count VFX Graph --- UnityProject/Assembly-CSharp.csproj | 1 + .../First Project/First Project.unity | 3426 +++++++++-------- .../Scene Settings Profile 1.asset | 10 +- .../Scene Settings Profile 2.asset | 18 +- .../Scripts/ShaderGraphBinder.cs | 14 + .../Scripts/ShaderGraphBinder.cs.meta | 11 + .../ShaderGraph/Background Color.shadergraph | 74 +- .../ShaderGraph/BackgroundColor.mat | 1 + .../Timeline/First Project.playable | 10 +- .../First Project/VFXGraph/ThicknessGraph.vfx | 1674 ++++---- .../Assets/StreamingAssets/First_Project.csv | 8 +- 11 files changed, 2969 insertions(+), 2278 deletions(-) create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Scripts/ShaderGraphBinder.cs create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Scripts/ShaderGraphBinder.cs.meta diff --git a/UnityProject/Assembly-CSharp.csproj b/UnityProject/Assembly-CSharp.csproj index f5078de..de13f91 100644 --- a/UnityProject/Assembly-CSharp.csproj +++ 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+123,7 @@ MonoBehaviour: - {fileID: 8926484042661615014} - {fileID: 8926484042661615020} - {fileID: 8926484042661615029} + - {fileID: 8926484042661615065} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -409,8 +329,8 @@ MonoBehaviour: m_Owners: - {fileID: 114946465509916290} - {fileID: 114780028408030698} - - {fileID: 114063133802684794} - m_Capacity: 1000000 + - {fileID: 8926484042661615065} + m_Capacity: 31200 m_Space: 0 --- !u!114 &114512514798047786 MonoBehaviour: @@ -587,10 +507,10 @@ MonoBehaviour: slotIndex: 0 m_OutputFlowSlot: - link: - - context: {fileID: 114063133802684794} + - context: {fileID: 8926484042661615065} slotIndex: 0 integration: 0 - angularIntegration: 0 + angularIntegration: 1 ageParticles: 1 reapParticles: 1 --- !u!114 &114873264888500148 @@ -879,33 +799,32 @@ VisualEffectResource: 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 * 0x4 + 0x895443) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x8 + 0x7A03) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0x8 + 0x7A04) << 2,asuint(scaleX));\n + \ attributeBuffer.Store((index * 0x8 + 0x7A05) << 2,asuint(scaleY));\n + \ attributeBuffer.Store((index * 0x8 + 0x7A06) << 2,asuint(scaleZ));\n + \ attributeBuffer.Store3((index * 0x8 + 0x7A00) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x8 + 0x44A00) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x8 + 0x44A04) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x8 + 0x44A03) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x1 + 0x81A00) << 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 * 0x4 + 0x895443) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,asuint(age));\n - \ \n\r\n#endif\r\n }\r\n}\r\n" + \ attributeBuffer.Store((index * 0x8 + 0x7A03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x8 + 0x7A04) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x8 + 0x7A05) << 2,asuint(scaleY));\n attributeBuffer.Store((index + * 0x8 + 0x7A06) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index + * 0x8 + 0x7A00) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x8 + 0x44A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0x8 + 0x44A04) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x8 + 0x44A03) << 2,uint(alive));\n attributeBuffer.Store((index * + 0x1 + 0x81A00) << 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_MASS_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 + 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 \ float3 Sphere_center_a;\n float attractionSpeed_a;\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 @@ -930,47 +849,47 @@ VisualEffectResource: \ : 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 - * 0x4 + 0x895443) << 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 + * 0x8 + 0x44A03) << 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 * 0x8 + 0x44A00) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x1036640) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + + 0x81A00) << 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\t{\n\t\t\t ConformToSphere( /*inout - */velocity, position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, - (float)11, attractionSpeed_a, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( + */velocity, position, mass, Sphere_center_a, (float)80, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, (float)0, 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 - * 0x4 + 0x895440) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC65D40) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1036640) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + * 0x8 + 0x44A00) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x44A04) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x81A00) << 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 - * 0x4 + 0x895443) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + * 0x8 + 0x44A03) << 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\tfloat - mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x895443) - << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1036640) + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\tfloat + mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + 0x44A03) + << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + 0x81A00) << 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\t{\n\t\t ConformToSphere( /*inout */velocity, - position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, - (float)11, attractionSpeed_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout + position, mass, Sphere_center_a, (float)80, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, (float)0, 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\r\n\t\tattributeBuffer.Store3((index * - 0x4 + 0x895440) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * - 0x4 + 0xC65D40) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * - 0x4 + 0x895443) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + - 0x1036640) << 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" + 0x8 + 0x44A00) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x44A04) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x44A03) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x81A00) + << 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 + name: '[System 1]Lit Cube Output' + source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Back\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest + LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT @@ -981,114 +900,86 @@ VisualEffectResource: 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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define HDRP_LIT + 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP + 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA + 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE + 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 + baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\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 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 + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t// + Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" + }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if + USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: + alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\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 + 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 + 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\tuint + index = (id >> 3) + instanceID * 1024;\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#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 * 0x4 - + 0x895443) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x44A03) << 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 * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x8 + 0x44A03) << 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 + asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 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 + 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_6( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t\n\n\t\t\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x + = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z + = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(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 + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3 rot + = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX + = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = + TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS + = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS + = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID + = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot + = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE + \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX + = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS + = VFXTransformPositionWorldToClip(vPosWS);\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 @@ -1099,67 +990,247 @@ VisualEffectResource: 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 - 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 - 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" + 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#if + USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE + = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX + = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 + VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 + s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s + * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS + * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 + VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 + tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn + mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS + i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) + && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal + = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn + = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse + if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, + float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef + USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] + *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn + mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 + VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if + defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot + = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn + normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS + i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 + uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy + * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID + == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv + = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn + uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn + (float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\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\n\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\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\t\n\t\t\t\t\t\t\tnointerpolation + 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// + 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\n\t\t\t\t#if USE_SOFT_PARTICLE + || USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// + y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 + offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation + float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation + uint faceID : TEXCOORD6;\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\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.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + 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\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_OFFSETS offsets\n\t\t#define + VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if HDRP_NEEDS_UVS\n\t\t#define + VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\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 + 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_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\tuint + index = (id >> 3) + instanceID * 1024;\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#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 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x44A03) << 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 * 0x8 + 0x44A03) << 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 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 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_6( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t\n\n\t\t\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x + = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z + = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(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\tfloat3x3 rot + = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX + = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = + TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS + = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS + = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID + = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot + = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE + \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX + = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS + = VFXTransformPositionWorldToClip(vPosWS);\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#if + USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE + = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX + = texIndex;\n\t\t\t\t#endif\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)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_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\tfloat metallic = (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 metallic = (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_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\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\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 + VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 + s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s + * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS + * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 + VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 + tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn + mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS + i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) + && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal + = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn + = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse + if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, + float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef + USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] + *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn + mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 + VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if + defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot + = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn + normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS + i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 + uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy + * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID + == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv + = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn + uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\t\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\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,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\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\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#if + !USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst + VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS + = lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS + = VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS + = normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\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" m_Infos: m_Expressions: m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 7 - valueIndex: 1 + valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 2 + valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 27 + valueIndex: 2 + data[0]: 0 + data[1]: 1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 3 data[0]: -1 @@ -1172,173 +1243,185 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 5 + - op: 1 valueIndex: 6 - data[0]: 3 + data[0]: -1 data[1]: -1 - data[2]: 0 - data[3]: 2 + data[2]: -1 + data[3]: 1 - 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m_ExpressionIndex: 47 - m_Value: 60 - - m_ExpressionIndex: 48 + - m_ExpressionIndex: 35 m_Value: 5 + - m_ExpressionIndex: 40 + m_Value: 80 + - m_ExpressionIndex: 45 + m_Value: 1 + - m_ExpressionIndex: 49 + m_Value: 0.1 + - m_ExpressionIndex: 50 + m_Value: 60 m_Vector2f: m_Array: - m_ExpressionIndex: 3 m_Value: {x: 0, y: 200} m_Vector3f: m_Array: - - m_ExpressionIndex: 10 + - m_ExpressionIndex: 12 m_Value: {x: -26, y: 0, z: 0} - - m_ExpressionIndex: 14 + - m_ExpressionIndex: 17 m_Value: {x: 20, y: 20, z: 20} - - m_ExpressionIndex: 19 - m_Value: {x: -232.62933, y: 0, z: -15.776733} - - m_ExpressionIndex: 49 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 50 - m_Value: {x: 0, y: 0, z: 0} + - m_ExpressionIndex: 23 + m_Value: {x: -400, y: 0, z: -36.97} - m_ExpressionIndex: 51 - m_Value: {x: 0, y: 0, z: 0} + m_Value: {x: 1, y: 1, z: 1} - m_ExpressionIndex: 52 - m_Value: {x: 100, y: 100, z: 100} + m_Value: {x: 0, y: 0, z: 0} - m_ExpressionIndex: 53 m_Value: {x: 0, y: 0, z: 0} + - m_ExpressionIndex: 54 + m_Value: {x: 2000, y: 2000, z: 2000} + - m_ExpressionIndex: 55 + m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: - - m_ExpressionIndex: 21 - m_Value: {x: 1, y: 0, z: 0, w: 0} - - m_ExpressionIndex: 23 + - m_ExpressionIndex: 25 m_Value: {x: 0, y: 0, z: 0, w: 1} + - m_ExpressionIndex: 26 + m_Value: {x: 1, y: 0, z: 0, w: 0} m_Uint: m_Array: [] m_Int: @@ -1548,34 +1633,34 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: - - m_ExpressionIndex: 43 + - m_ExpressionIndex: 57 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Force - index: 48 + index: 35 - nameId: Gain index: 4 - nameId: Max_Color - index: 21 + index: 26 - nameId: Min_Color - index: 23 + index: 25 - nameId: Min_Max_Value_To_Color index: 3 - nameId: Speed - index: 10 + index: 12 - nameId: Target_angles - index: 50 + index: 52 - nameId: Target_position - index: 51 + index: 53 - nameId: Target_scale - index: 49 + index: 51 - nameId: Value_1_ - index: 0 + index: 5 m_Buffers: - type: 1 - size: 18000000 + size: 562144 layout: - name: lifetime type: 1 @@ -1586,61 +1671,61 @@ VisualEffectResource: - name: color type: 3 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 0 - name: size type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 3 - name: scaleX type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 4 - name: scaleY type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 5 - name: scaleZ type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 6 - name: velocity type: 3 offset: - bucket: 9000000 - structure: 4 + bucket: 281088 + structure: 8 element: 0 - name: alive type: 17 offset: - bucket: 9000000 - structure: 4 + bucket: 281088 + structure: 8 element: 3 - name: position type: 3 offset: - bucket: 13000000 - structure: 4 - element: 0 + bucket: 281088 + structure: 8 + element: 4 - name: age type: 1 offset: - bucket: 17000000 + bucket: 530944 structure: 1 element: 0 - capacity: 1000000 + capacity: 31200 stride: 4 - type: 1 - size: 18000000 + size: 562176 layout: - name: lifetime type: 1 @@ -1651,58 +1736,58 @@ VisualEffectResource: - name: color type: 3 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 0 - name: size type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 3 - name: scaleX type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 4 - name: scaleY type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 5 - name: scaleZ type: 1 offset: - bucket: 1000000 + bucket: 31232 structure: 8 element: 6 - name: velocity type: 3 offset: - bucket: 9000000 - structure: 4 + bucket: 281088 + structure: 8 element: 0 - name: alive type: 17 offset: - bucket: 9000000 - structure: 4 + bucket: 281088 + structure: 8 element: 3 - name: position type: 3 offset: - bucket: 13000000 - structure: 4 - element: 0 + bucket: 281088 + structure: 8 + element: 4 - name: age type: 1 offset: - bucket: 17000000 + bucket: 530944 structure: 1 element: 0 - capacity: 1000000 + capacity: 31232 stride: 4 - type: 1 size: 1 @@ -1716,7 +1801,7 @@ VisualEffectResource: capacity: 1 stride: 4 - type: 4 - size: 1000000 + size: 31200 layout: [] capacity: 0 stride: 4 @@ -1725,21 +1810,6 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 1000000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 1000000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 1000000 - layout: [] - capacity: 0 - stride: 8 m_TemporaryBuffers: [] m_CPUBuffers: - capacity: 1 @@ -1797,13 +1867,13 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Rate - index: 40 + index: 43 params: [] processor: {fileID: 0} shaderSourceIndex: -1 - type: 1 - flags: 3 - capacity: 1000000 + flags: 1 + capacity: 31200 layer: 4294967295 buffers: - nameId: attributeBuffer @@ -1816,17 +1886,11 @@ VisualEffectResource: index: 4 - nameId: spawner_input index: 1 - - nameId: indirectBuffer - index: 5 - - 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VFX Graph, One for each channel" -Black_Lines_3D,120,Spin Camera around -next,120, +Intro,182, +Black_Lines_2D,182,"16 Black Lines. VFX Graph, One for each channel" +Black_Lines_3D,182,Spin Camera around +next,182, ,, \ No newline at end of file