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index 0000000..0c87636
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity.meta b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity.meta
similarity index 100%
rename from UnityProject/Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity.meta
rename to UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity.meta
diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat
new file mode 100644
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat.meta b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat.meta
new file mode 100644
index 0000000..26c84cc
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+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat.meta
@@ -0,0 +1,8 @@
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs
new file mode 100644
index 0000000..4e878e0
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs
@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Experimental.VFX;
+
+public class VFXAudioTrigger : MonoBehaviour
+{
+
+ [SerializeField] private VisualEffect vfx;
+ [SerializeField] private string eventName;
+
+ public void OnThresholdExceeded()
+ {
+ vfx.SendEvent(eventName);
+ }
+
+}
diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs.meta b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs.meta
new file mode 100644
index 0000000..f145284
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+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs.meta
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity
deleted file mode 100644
index 57eac8c..0000000
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m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
m_UIInfos: {fileID: 114340500867371532}
m_ParameterInfo:
- - name: Velocity Min Random
- path: Velocity Min Random
+ - name: Min Angle
+ path: Min Angle
tooltip:
- sheetType: m_Vector3f
- realType: Vector3
+ sheetType: m_Vector2f
+ realType: Vector2
defaultValue:
m_Type:
- m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"x":-5.0,"y":5.0,"z":0.0}'
+ m_SerializableObject: '{"x":0.0,"y":0.0}'
min: -Infinity
max: Infinity
descendantCount: 0
- - name: Velocity Max Random
- path: Velocity Max Random
+ - name: Max Angle
+ path: Max Angle
tooltip:
- sheetType: m_Vector3f
- realType: Vector3
+ sheetType: m_Vector2f
+ realType: Vector2
defaultValue:
m_Type:
- m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
+ m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"x":-5.0,"y":5.0,"z":0.0}'
+ m_SerializableObject: '{"x":0.0,"y":0.0}'
min: -Infinity
max: Infinity
descendantCount: 0
@@ -637,19 +826,6 @@ MonoBehaviour:
min: -Infinity
max: Infinity
descendantCount: 0
- - name: Branchsize Reduction
- path: Branchsize Reduction
- tooltip:
- sheetType: m_Float
- realType: Single
- defaultValue:
- m_Type:
- m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 1
- min: -Infinity
- max: Infinity
- descendantCount: 0
- name: New Gradient
path: New Gradient
tooltip:
@@ -663,8 +839,8 @@ MonoBehaviour:
min: -Infinity
max: Infinity
descendantCount: 0
- - name: Mass
- path: Mass
+ - name: Growth Kill
+ path: Growth Kill
tooltip:
sheetType: m_Float
realType: Single
@@ -672,9 +848,9 @@ MonoBehaviour:
m_Type:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 1
- min: -Infinity
- max: Infinity
+ m_SerializableObject: 0.05116279
+ min: 0
+ max: 1
descendantCount: 0
m_GraphVersion: 2
m_saved: 1
@@ -852,8 +1028,8 @@ MonoBehaviour:
- {fileID: 8926484042661615511}
- {fileID: 8926484042661615355}
- {fileID: 8926484042661615904}
- - {fileID: 8926484042661616444}
- m_UIPosition: {x: 104, y: 626}
+ - {fileID: 8926484042661618759}
+ m_UIPosition: {x: -5416, y: -1307}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots: []
@@ -950,11 +1126,10 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children:
- - {fileID: 8926484042661615526}
+ - {fileID: 8926484042661617184}
- {fileID: 8926484042661614559}
- {fileID: 8926484042661615400}
- - {fileID: 8926484042661616426}
- m_UIPosition: {x: 104, y: 42}
+ m_UIPosition: {x: -5416, y: -1966}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
@@ -1066,13 +1241,13 @@ VisualEffectResource:
- compute: 1
name: '[Root]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT
- 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
- VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_A_CURRENT
- 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 A_a;\n float Lifetime_b;\n float3 B_a;\n float Size_c;\n
- \ float Mass_d;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_A_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
+ 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
+ VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\n float Lifetime_b;\n float Size_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
@@ -1082,21 +1257,19 @@ VisualEffectResource:
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_E6295C0(inout float3 velocity,
- inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
- Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime
- = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size
- Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size =
- Size;\n}\nvoid SetAttribute_A7C1CB48(inout float mass, float Mass) /*attribute:mass
- Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n mass =
- Mass;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
- \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
- \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_E629755(inout float3 velocity,
+ float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_F0142CB9(inout
+ float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot
+ Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout
+ float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n{\n size = Size;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
@@ -1110,33 +1283,36 @@ VisualEffectResource:
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\r\n#endif\r\n float3
- velocity = float3(0, 0, 0);\n uint seed = (uint)0;\n float lifetime
- = (float)1;\n float size = (float)0.100000001;\n float mass =
- (float)1;\n float rateCount_a = (float)0;\n float3 targetPosition
- = float3(0, 0, 0);\n float3 position = float3(0, 0, 0);\n float
- age = (float)0;\n bool alive = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
- \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
- \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n
- \ SetAttribute_E6295C0( /*inout */velocity, /*inout */seed, A_a, B_a);\n
+ velocity = float3(0, 0, 0);\n float lifetime = (float)1;\n float
+ size = (float)0.100000001;\n uint seed = (uint)0;\n float rateCount_a
+ = (float)0;\n float3 targetPosition = float3(0, 0, 0);\n float3
+ position = float3(0, 0, 0);\n float age = (float)0;\n bool alive
+ = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float tmp_q =
+ RAND;\n float tmp_r = tmp_q * uniform_c;\n float tmp_s
+ = uniform_b + tmp_r;\n float tmp_t = RAND;\n float tmp_u
+ = tmp_t * uniform_e;\n float tmp_v = uniform_d + tmp_u;\n float
+ tmp_w = RAND;\n float tmp_x = tmp_w * uniform_c;\n float
+ tmp_y = uniform_b + tmp_x;\n float3 tmp_z = float3(tmp_s, tmp_v,
+ tmp_y);\n SetAttribute_E629755( /*inout */velocity, tmp_z);\n }\n
\ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_b);\n SetAttribute_3278B22F(
- /*inout */size, Size_c);\n SetAttribute_A7C1CB48( /*inout */mass, Mass_d);\n
- \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint
- deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
- \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(velocity));\n
- \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n
- \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_a));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ /*inout */size, Size_c);\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(rateCount_a));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x600)
- << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687)
- << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x688) <<
- 2,asuint(mass));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_a));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(targetPosition));\n
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_a));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(targetPosition));\n
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index
* 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
@@ -1147,9 +1323,9 @@ VisualEffectResource:
VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define
VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Rate_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \ float3 Velocity_d;\n float Rate_a;\n float deltaTime_a;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
@@ -1161,12 +1337,13 @@ VisualEffectResource:
uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
- += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3
- velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
- Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
- age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
- false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
@@ -1176,7 +1353,7 @@ VisualEffectResource:
= asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat rateCount_a
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
= 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x684) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x684) << 2));\n\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 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\teventCount
@@ -1184,13 +1361,12 @@ VisualEffectResource:
deltaTime_a);\n\t\t\teventCount_a += eventCount;\n\t\t\t{\n\t\t\t eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_b
+= eventCount;\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition,
- position);\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, float3(0, -1, 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
+ position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity, Velocity_d);\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
* 0xC + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
0xC + 0x3) << 2,asuint(rateCount_a));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x684) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index *
0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i)
eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; ++i)
@@ -1205,7 +1381,7 @@ VisualEffectResource:
* 0x1 + 0x600) << 2));\n\t\tfloat rateCount_a = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
eventCount = (uint)0;\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x684) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x684) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + 0x8)
<< 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
@@ -1213,399 +1389,28 @@ VisualEffectResource:
*/rateCount_a, /*inout */eventCount, Rate_a, deltaTime_a);\n\t\teventCount_a
+= eventCount;\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( /*inout
*/eventCount, (uint)1);\n\t\t eventCount_b += eventCount;\n\t\t}\n\t\tSetAttribute_2CF4000A(
- /*inout */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity,
- float3(0, -1, 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 *
- 0xC + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC +
- 0x3) << 2,asuint(rateCount_a));\n\t\tattributeBuffer.Store3((index * 0xC + 0x684)
- << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4)
- << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
- eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
- name: '[Branch 1]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
- 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
- VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
- 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 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 A_e;\n uint PADDING_0;\n float3 B_e;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout
- float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout
- float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout
- float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 velocity = float3(0,
- 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n
- \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3
- targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool
- alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x0) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x680) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_o
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_o);\n
- \ }\n {\n float tmp_o = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_o);\n }\n {\n float tmp_o =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_o);\n }\n
- \ {\n float3 tmp_o = velocity_source;\n SetAttribute_E602FAC(
- /*inout */velocity, tmp_o);\n }\n SetAttribute_E6295C0( /*inout
- */velocity, /*inout */seed, A_e, B_e);\n {\n float3 tmp_o
- = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_o);\n
- \ }\n {\n float tmp_o = mass_source;\n SetAttribute_A7C432F1(
- /*inout */mass, tmp_o);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
- \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0xC + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
- * 0xC + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
- index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
- << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687)
- << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC
- + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[Branch 1]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
- VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
- uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
- float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
- */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
- \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
- float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
- += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3
- velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
- Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
- age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
- false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
- + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
- asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
- = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
- = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a
- = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
- rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
- position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3
- color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\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
- \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
- \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
- /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
- += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t
- \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration(
- /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
- * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\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
- * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
- = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
- eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
- * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC +
- 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
- = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source
- = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source
- = (float)1;\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 eventCount = 0u;\n\t\t GPUEventAlways(
- /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
- = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
- deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
- */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,
- -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
- deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime,
- \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index *
- 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8)
- << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor
- (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
- name: '[Branch 2]h'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
- 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
- VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
- 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 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 A_e;\n uint PADDING_0;\n float3 B_e;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout
- float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout
- float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout
- float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 velocity = float3(0,
- 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n
- \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3
- targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool
- alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_o
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_o);\n
- \ }\n {\n float tmp_o = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_o);\n }\n {\n float tmp_o =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_o);\n }\n
- \ {\n float3 tmp_o = velocity_source;\n SetAttribute_E602FAC(
- /*inout */velocity, tmp_o);\n }\n SetAttribute_E6295C0( /*inout
- */velocity, /*inout */seed, A_e, B_e);\n {\n float3 tmp_o
- = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_o);\n
- \ }\n {\n float tmp_o = mass_source;\n SetAttribute_A7C432F1(
- /*inout */mass, tmp_o);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
- \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0xC + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
- * 0xC + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
- index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
- << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687)
- << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC
- + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[Branch 2]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
- VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
- uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
- float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
- */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
- \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
- float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
- += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3
- velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
- Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
- age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
- false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
- + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
- asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
- = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
- = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a
- = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
- rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
- position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3
- color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\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
- \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
- \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
- /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
- += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t
- \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration(
- /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
- * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\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
- * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
- = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
- eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
- * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC +
- 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
- = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source
- = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source
- = (float)1;\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 eventCount = 0u;\n\t\t GPUEventAlways(
- /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
- = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
- deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
- */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,
- -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
- deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime,
- \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index *
- 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8)
- << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor
- (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if
- VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ /*inout */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\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
+ * 0xC + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC
+ + 0x3) << 2,asuint(rateCount_a));\n\t\tattributeBuffer.Store3((index * 0x8 +
+ 0x684) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0xC + 0x7)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n\t\tfor
+ (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor (uint
+ i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
name: '[Trail]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
- 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE
+ 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE
+ 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
@@ -1626,7 +1431,9 @@ VisualEffectResource:
float3 color, float3 Value) /*attribute:color Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_2CF667B3(inout
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
@@ -1642,14 +1449,15 @@ VisualEffectResource:
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
\ float size = (float)0.100000001;\n float3 color = float3(1, 1,
- 1);\n float3 targetPosition = float3(0, 0, 0);\n float alpha =
- (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n
- \ float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ 1);\n float3 targetPosition = float3(0, 0, 0);\n float age = (float)0;\n
+ \ float alpha = (float)1;\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x4)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x680) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x680) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x7) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
@@ -1659,32 +1467,33 @@ VisualEffectResource:
\ {\n float3 tmp_u = color_source;\n SetAttribute_FDCE071E(
/*inout */color, tmp_u);\n }\n {\n float3 tmp_u = targetPosition_source;\n
\ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_u);\n }\n
- \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint
- deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
- \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0x4 + 0x2FAF083) << 2,asuint(size));\n
- \ attributeBuffer.Store3((index * 0x4 + 0x55D4A80) << 2,asuint(color));\n
- \ attributeBuffer.Store3((index * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store((index * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n
- \ attributeBuffer.Store((index * 0x1 + 0x7BFA480) << 2,asuint(age));\n
- \ attributeBuffer.Store((index * 0x1 + 0x8583B00) << 2,uint(alive));\n
- \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
- \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0x4 + 0x2FAF083) << 2,asuint(size));\n
- \ attributeBuffer.Store3((index * 0x4 + 0x55D4A80) << 2,asuint(color));\n
- \ attributeBuffer.Store3((index * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store((index * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n
- \ attributeBuffer.Store((index * 0x1 + 0x7BFA480) << 2,asuint(age));\n
- \ attributeBuffer.Store((index * 0x1 + 0x8583B00) << 2,uint(alive));\n
- \ \n\r\n#endif\r\n }\r\n}\r\n"
+ \ {\n float tmp_u = age_source;\n SetAttribute_99EA5134(
+ /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x4 + 0x2FAF083) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0x4 + 0x55D4A80) << 2,asuint(color));\n attributeBuffer.Store3((index
+ * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0x1 + 0x7BFA480) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x8583B00) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
+ \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
+ 0x1 + 0x2625A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x4 + 0x2FAF083) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0x4 + 0x55D4A80) << 2,asuint(color));\n attributeBuffer.Store3((index
+ * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0x1 + 0x7BFA480) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x8583B00) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- compute: 1
name: '[Trail]Update'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
\ float Color_a;\n float deltaTime_b;\n uint2 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
@@ -1706,45 +1515,1014 @@ VisualEffectResource:
* 0x1 + 0x8583B00) << 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 + 0x2625A00) << 2));\n\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\t\tfloat3
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\t\tfloat3
position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = color;\n\t\t\tfloat3
- targetPosition_source = float3(0, 0, 0);\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
- = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout
- */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
- deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif
+ targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source = age;\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\tAttributeFromCurve_48A86161(
+ /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout
+ */age, deltaTime_b);\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 + 0x55D4A80)
- << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x55D4A83)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x7BFA480)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x7BFA480)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x55D4A83)
+ << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x8583B00) << 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 + 0x2625A00) << 2));\n\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\tbool
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\tbool
alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\tfloat3
position_source = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat
size_source = (float)0.100000001;\n\t\tfloat3 color_source = color;\n\t\tfloat3
- targetPosition_source = float3(0, 0, 0);\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
+ targetPosition_source = float3(0, 0, 0);\n\t\tfloat age_source = age;\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\tAttributeFromCurve_48A86161(
+ /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout
+ */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x55D4A80) << 2,asuint(color));\n\t\tattributeBuffer.Store((index *
+ 0x1 + 0x7BFA480) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4
+ + 0x55D4A83) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 +
+ 0x8583B00) << 2,uint(alive));\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: 1
+ name: '[System 3]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
+ position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
+ size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
+ 1);\n\t\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t\t
+ \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a
+ += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout
+ */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
+ += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
+ * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
+ 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
+ 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\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
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
+ eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
+ = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source
+ = float3(1, 1, 1);\n\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
+ */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
+ /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
+ name: '[System 3]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
+ 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
+ float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
+ float size, float Value) /*attribute:size Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
+ SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x4)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x680) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x7) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 4]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
+ \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
+ value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
+ \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
+ \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
+ */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
+ deltaTime_b);\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.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
\ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x4 + 0x55D4A80) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0x55D4A83) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 +
- 0x7BFA480) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x8583B00)
- << 2,uint(alive));\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"
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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: 1
+ name: '[System 4]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
+ 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 5]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
+ position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
+ size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
+ 1);\n\t\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t\t
+ \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a
+ += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout
+ */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
+ += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
+ * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
+ 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
+ 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\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
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
+ eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
+ = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source
+ = float3(1, 1, 1);\n\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
+ */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
+ /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
+ name: '[System 5]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
+ 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
+ float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
+ float size, float Value) /*attribute:size Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
+ SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 6]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
+ \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
+ value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
+ \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
+ \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
+ */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
+ deltaTime_b);\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.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
+ \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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: 1
+ name: '[System 6]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
+ 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 7]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
+ position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
+ size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
+ 1);\n\t\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t\t
+ \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a
+ += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout
+ */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
+ += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
+ * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
+ 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
+ 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\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
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
+ eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
+ = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source
+ = float3(1, 1, 1);\n\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
+ */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
+ /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
+ name: '[System 7]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
+ 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
+ float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
+ float size, float Value) /*attribute:size Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
+ SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 8]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
+ \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
+ value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
+ \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
+ \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
+ */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
+ deltaTime_b);\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.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
+ \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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: 1
+ name: '[System 8]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
+ 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- compute: 0
- name: '[Trail]Quad Output'
- source: "Shader \"Hidden/VFX/Trail/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ name: '[Trail]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/Trail/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ 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#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
@@ -1756,35 +2534,242 @@ VisualEffectResource:
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
VFX_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
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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//
+ nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
+ 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 SHADOW_VERY_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\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\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\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
+ z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2FAF080) <<
+ 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 +
+ 0x55D4A83) << 2));\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index *
+ 0x1 + 0x8583B00) << 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\tfloat
+ scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
+ scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
+ color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2FAF080) <<
+ 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 +
+ 0x55D4A83) << 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\tfloat
+ scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
+ scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
+ color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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
@@ -1828,7 +2813,8 @@ VisualEffectResource:
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\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
+ color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 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\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
@@ -1844,7 +2830,8 @@ VisualEffectResource:
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\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(
+ color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
@@ -1891,79 +2878,16 @@ VisualEffectResource:
= 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: '[Trail 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_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
- \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
- value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
- \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
- \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
- + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
- (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
- * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3
- position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
- 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\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\tAttributeFromCurve_48A86161(
- /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout
- */age, deltaTime_b);\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 + 0xDBCC0)
- << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xDBCC3)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
- = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
- lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\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\tAttributeFromCurve_48A86161(
- /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout
- */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
- * 0x4 + 0xDBCC0) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0xDBCC3) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\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"
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 0
- name: '[Trail 1]Quad Output'
- source: "Shader \"Hidden/VFX/Trail 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ name: '[System 4]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 4/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ 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#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
@@ -1975,35 +2899,240 @@ VisualEffectResource:
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
VFX_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
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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//
+ nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
+ 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 SHADOW_VERY_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\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\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\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
+ z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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
@@ -2036,8 +3165,8 @@ VisualEffectResource:
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tbool
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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
@@ -2046,14 +3175,15 @@ VisualEffectResource:
pivotZ = (float)0;\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\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
- lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\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
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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
@@ -2061,7 +3191,8 @@ VisualEffectResource:
pivotZ = (float)0;\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\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
- lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\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(
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
@@ -2108,26 +3239,833 @@ VisualEffectResource:
= 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"
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 6]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 6/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
+ VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
+ VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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\r\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 SHADOW_VERY_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\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\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\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
+ */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
+ \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
+ VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
+ \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
+ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
+ \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 8]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 8/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
+ VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
+ VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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\r\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 SHADOW_VERY_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\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\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\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
+ */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
+ \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
+ VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
+ \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
+ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
+ \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 1
- name: '[Trail 1]Initialize'
+ name: '[System 9]Update'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
- VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
+ position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
+ size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
+ 1);\n\t\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t\t
+ \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a
+ += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout
+ */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
+ += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
+ * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
+ 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
+ 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\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
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
+ eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
+ = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source
+ = float3(1, 1, 1);\n\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
+ */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
+ /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
+ name: '[System 9]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
@@ -2139,19 +4077,23 @@ VisualEffectResource:
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
- float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
- SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
- Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
- = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
- Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
- = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
- \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
- \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
+ float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
+ float size, float Value) /*attribute:size Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
+ SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
@@ -2159,48 +4101,59 @@ VisualEffectResource:
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
- float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
- \ float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n float
- age = (float)0;\n bool alive = (bool)true;\n float3 position_source
- = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
- targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC
- + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
- \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
- /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
- = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
- \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
- /*inout */size, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
\ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
- * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
- * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- compute: 1
- name: '[System 6]Update'
+ name: '[System 10]Update'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
\ float Color_a;\n float deltaTime_b;\n uint2 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
@@ -2220,1489 +4173,48 @@ VisualEffectResource:
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
* 0x1 + 0x155E80) << 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 + 0x61B00) << 2));\n\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3
- position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0,
- 0, 0);\n\t\t\tfloat3 color_source = color;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
+ lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
*/color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
deltaTime_b);\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 + 0xDBCC0)
- << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xDBCC3)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x155E80) << 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 + 0x61B00) << 2));\n\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
+ lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
- = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source
- = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3
- color_source = color;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
\ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x4 + 0xDBCC0) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0xDBCC3) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if
- VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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 6]Quad Output'
- source: "Shader \"Hidden/VFX/System 6/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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
- !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
- 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
- VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
- VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
- VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
- 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
- mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
- VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
- attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
- indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
- deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
- nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
- Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
- }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
- ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
- uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
- VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
- USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
- x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
- z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
- float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
- x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
- float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
- posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
- color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
- VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
- VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
- VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
- builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
- VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
- VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
- !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
- VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
- Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
- */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
- \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
- VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
- \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
- = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
- \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
- inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
- float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
- */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
- \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
- /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
- \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
- vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
- : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
- = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
- instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
- (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
- = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
- (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
- // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x7A1C3) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1C0) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
- = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x7A1C3) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1C0) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
- */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
- (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
- = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
- float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
- float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
- \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
- float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
- vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
- + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
- float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
- = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
- & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
- size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
- *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
- *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
- *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
- elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
- vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
- VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
- < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
- 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
- = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
- = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
- \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
- VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
- = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
- && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
- = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
- invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
- = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
- USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
- = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
- fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
- o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
- VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
- color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
- VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
- VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
- = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
- = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- - compute: 1
- name: '[System 6]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
- 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout
- float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 targetPosition = float3(0,
- 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n
- \ float age = (float)0;\n bool alive = (bool)true;\n float3
- position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
- << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
- \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n
- \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
- /*inout */targetPosition, tmp_u);\n }\n {\n float3
- tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n
- \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n
- \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint
- index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x61B00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x7A1C3) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x7A1C0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
- 0x1 + 0x61B00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x7A1C3) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x7A1C0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[System 7]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
- \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
- value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
- \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
- \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
- + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
- (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
- * 0x1 + 0xD59F80) << 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 + 0x3D0900) << 2));\n\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3
- position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0,
- 0, 0);\n\t\t\tfloat3 color_source = color;\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\tAttributeFromCurve_48A86161( /*inout
- */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
- deltaTime_b);\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(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 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 + 0x3D0900) << 2));\n\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source
- = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source
- = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3
- color_source = color;\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\tAttributeFromCurve_48A86161( /*inout */color,
- \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\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 7]Quad Output'
- source: "Shader \"Hidden/VFX/System 7/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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
- !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
- 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
- VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
- VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
- VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
- 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
- mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
- VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
- attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
- indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
- deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
- nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
- Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
- }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
- ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
- uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
- VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
- USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
- x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
- z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
- float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
- x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
- float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
- posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
- color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
- VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
- VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
- VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
- builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
- VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
- VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
- !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
- VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
- Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
- */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
- \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
- VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
- \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
- = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
- \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
- inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
- float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
- */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
- \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
- /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
- \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
- vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
- : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
- = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
- instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
- (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
- = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
- (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
- // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat3 position
- = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(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 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
- */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
- (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
- = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
- float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
- float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
- \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
- float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
- vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
- + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
- float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
- = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
- & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
- size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
- *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
- *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
- *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
- elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
- vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
- VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
- < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
- 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
- = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
- = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
- \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
- VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
- = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
- && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
- = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
- invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
- = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
- USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
- = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
- fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
- o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
- VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
- color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
- VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
- VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
- = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
- = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- - compute: 1
- name: '[Branch 3]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
- 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
- VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
- 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define
- VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout
- float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout
- float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout
- float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 velocity = float3(0,
- 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n
- \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3
- targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool
- alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_m
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_m);\n
- \ }\n {\n float tmp_m = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_m);\n }\n {\n float tmp_m =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_m);\n }\n
- \ {\n float3 tmp_m = velocity_source;\n SetAttribute_E602FAC(
- /*inout */velocity, tmp_m);\n }\n {\n SetAttribute_E6295C0(
- /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n
- \ {\n float3 tmp_m = color_source;\n SetAttribute_FDCE071E(
- /*inout */color, tmp_m);\n }\n {\n float tmp_m = mass_source;\n
- \ SetAttribute_A7C432F1( /*inout */mass, tmp_m);\n }\n \n\r\n\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
- = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
- \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n
- \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n
- \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_b));\n
- \ attributeBuffer.Store3((index * 0xC + 0x680) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
- index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
- << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687)
- << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC
- + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[Branch 3]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
- VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
- uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
- float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
- */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
- \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
- float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
- += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3
- velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
- Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
- age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
- false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
- + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
- asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
- = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
- = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a
- = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
- rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
- position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3
- color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\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
- \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
- \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
- /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
- += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t
- \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration(
- /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
- * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\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
- * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
- = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
- eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
- * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC +
- 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
- = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source
- = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source
- = (float)1;\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 eventCount = 0u;\n\t\t GPUEventAlways(
- /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
- = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
- deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
- */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,
- -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
- deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime,
- \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index *
- 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8)
- << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor
- (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
- name: '[System 7]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
- 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout
- float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 targetPosition = float3(0,
- 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n
- \ float age = (float)0;\n bool alive = (bool)true;\n float3
- position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
- << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
- \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n
- \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
- /*inout */targetPosition, tmp_u);\n }\n {\n float3
- tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n
- \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n
- \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint
- index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
- 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[System 9]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
- \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
- value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
- \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
- \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
- + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
- (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
- * 0x1 + 0xD59F80) << 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 + 0x3D0900) << 2));\n\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3
- position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0,
- 0, 0);\n\t\t\tfloat3 color_source = color;\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\tAttributeFromCurve_48A86161( /*inout
- */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
- deltaTime_b);\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(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 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 + 0x3D0900) << 2));\n\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source
- = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source
- = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3
- color_source = color;\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\tAttributeFromCurve_48A86161( /*inout */color,
- \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\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 9]Quad Output'
- source: "Shader \"Hidden/VFX/System 9/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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
- !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
- 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
- VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
- VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
- VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
- 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
- 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
- mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
- VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
- attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
- indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
- deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
- nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
- Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
- }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
- ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
- uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
- VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
- USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
- x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
- z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
- float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
- x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
- float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
- posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
- color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
- VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
- VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
- VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
- builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
- VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
- VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
- !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
- VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
- Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
- */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
- \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
- VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
- \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
- = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
- \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
- inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
- float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
- */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
- \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
- /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
- \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
- vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
- : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
- = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
- instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
- (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
- = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
- (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
- // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat3 position
- = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(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 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
- */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
- (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
- = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
- float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
- float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
- \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
- float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
- vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
- + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
- float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
- = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
- & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
- size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
- *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
- *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
- *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
- elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
- vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
- VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
- < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
- 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
- = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
- = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
- \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
- VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
- = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
- && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
- = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
- invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
- = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
- USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
- = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
- fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
- o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
- VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
- color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
- VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
- VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
- = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
- = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 10]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
- 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
- VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
- 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define
- VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout
- float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout
- float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout
- float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 velocity = float3(0,
- 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n
- \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3
- targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool
- alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_m
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_m);\n
- \ }\n {\n float tmp_m = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_m);\n }\n {\n float tmp_m =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_m);\n }\n
- \ {\n float3 tmp_m = velocity_source;\n SetAttribute_E602FAC(
- /*inout */velocity, tmp_m);\n }\n {\n SetAttribute_E6295C0(
- /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n
- \ {\n float3 tmp_m = color_source;\n SetAttribute_FDCE071E(
- /*inout */color, tmp_m);\n }\n {\n float tmp_m = mass_source;\n
- \ SetAttribute_A7C432F1( /*inout */mass, tmp_m);\n }\n \n\r\n\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
- = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
- \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n
- \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n
- \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_b));\n
- \ attributeBuffer.Store3((index * 0xC + 0x680) << 2,asuint(targetPosition));\n
- \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
- index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
- << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687)
- << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC
- + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[System 10]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
- VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
- uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
- float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
- */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
- \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
- float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
- Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
- Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
- += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3
- velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
- Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
- age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
- false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
- groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
- VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
- + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
- asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
- = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
- = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a
- = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
- rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
- position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3
- color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\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
- \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
- \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
- /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
- += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t
- \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration(
- /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
- * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
- * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\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
- * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
- ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
- = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
- eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
- * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC +
- 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
- = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source
- = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source
- = (float)1;\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 eventCount = 0u;\n\t\t GPUEventAlways(
- /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
- = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
- deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
- */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,
- -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
- deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime,
- \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0)
- << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index *
- 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
- * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8)
- << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor
- (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
- name: '[System 9]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
- 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
- !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
- \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
- nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
- to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
- VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
- inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
- float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout
- float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
- \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
- \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
- = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 targetPosition = float3(0,
- 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n
- \ float age = (float)0;\n bool alive = (bool)true;\n float3
- position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
- << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
- = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
- \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n
- \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
- /*inout */targetPosition, tmp_u);\n }\n {\n float3
- tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n
- \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n
- \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint
- index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
- 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
- - compute: 1
- name: '[System 11]Update'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
- 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
- VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE
- 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
- attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
- deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
- indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
- dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
- \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
- value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
- \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
- \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
- + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
- (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
- * 0x1 + 0xD59F80) << 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 + 0x7A1200) << 2));\n\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3
- position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
- size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0,
- 0, 0);\n\t\t\tfloat3 color_source = color;\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\tAttributeFromCurve_48A86161( /*inout
- */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
- deltaTime_b);\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(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443)
- << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 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 + 0x7A1200) << 2));\n\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source
- = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source
- = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3
- color_source = color;\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\tAttributeFromCurve_48A86161( /*inout */color,
- \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4
- + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\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 11]Quad Output'
- source: "Shader \"Hidden/VFX/System 11/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 One \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#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
- 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
- VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
- VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
- VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define
- VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
- mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
- VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
- attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
- indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
- deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
- nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
- Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
- }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
- ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
- uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
- VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
- USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
- x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
- z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
- float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
- x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
- float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
- posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
- color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
- VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
- VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
- VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
- builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
- VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
- VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
- !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
- VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
- Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
- */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
- \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
- VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
- \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
- = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
- \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
- inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
- float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
- */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
- \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
- /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
- \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
- vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
- : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
- = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
- instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
- (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
- o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
- = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
- (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
- // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
- alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 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\tfloat3 position
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
- size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
- targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
- color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat
- alpha = asfloat(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 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
- scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
- position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat
- size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3
- color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
- /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
- */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
- (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
- = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
- float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
- float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
- \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
- float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
- vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
- + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
- float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
- = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
- & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
- size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
- *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
- *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
- *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
- elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
- vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
- = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
- VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
- < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
- VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
- 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
- = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
- = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
- \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
- VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
- = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
- && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
- = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
- = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
- USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
- invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
- = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
- = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
- USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
- = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
- o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
- fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
- o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
- VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
- color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
- VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
- VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
- VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
- = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
- = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- - compute: 1
- name: '[System 12]Initialize'
- source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
- 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
- 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
- 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_MASS_SOURCE
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
@@ -3716,25 +4228,21 @@ VisualEffectResource:
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
- channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
- float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
- float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout
- float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout
- float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite
- Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid
- SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout
- float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
- NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
- * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
- \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
- 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
@@ -3742,140 +4250,506 @@ VisualEffectResource:
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
- \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 velocity = float3(0,
- 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n
- \ float mass = (float)1;\n float age = (float)0;\n bool
- alive = (bool)true;\n float3 targetPosition = float3(0, 0, 0);\n float3
- position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
- << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
- ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_l
- = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_l);\n
- \ }\n {\n float tmp_l = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_l);\n }\n {\n float tmp_l =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_l);\n }\n
- \ {\n float3 tmp_l = velocity_source;\n SetAttribute_E602FAC(
- /*inout */velocity, tmp_l);\n }\n {\n SetAttribute_E6295C0(
- /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n
- \ {\n float3 tmp_l = color_source;\n SetAttribute_FDCE071E(
- /*inout */color, tmp_l);\n }\n {\n float tmp_l = mass_source;\n
- \ SetAttribute_A7C432F1( /*inout */mass, tmp_l);\n }\n \n\r\n\r\n#if
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
= deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
- \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
- \ attributeBuffer.Store((index * 0x1 + 0x400) << 2,asuint(lifetime));\n
- \ attributeBuffer.Store((index * 0x8 + 0x487) << 2,asuint(size));\n
- \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
- \ attributeBuffer.Store3((index * 0x8 + 0x484) << 2,asuint(color));\n
- \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x8 + 0x7) << 2,uint(alive));\n attributeBuffer.Store3((index *
- 0x8 + 0x480) << 2,asuint(targetPosition));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
- 0x1 + 0x400) << 2,asuint(lifetime));\n attributeBuffer.Store((index *
- 0x8 + 0x487) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8
- + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x8
- + 0x484) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 +
- 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) <<
- 2,uint(alive));\n attributeBuffer.Store3((index * 0x8 + 0x480) << 2,asuint(targetPosition));\n
- \ \n\r\n#endif\r\n }\r\n}\r\n"
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 0
+ name: '[System 10]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 10/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
+ VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
+ VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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\r\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 SHADOW_VERY_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\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\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\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
+ */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
+ \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
+ VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
+ \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
+ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
+ \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 1
- name: '[System 12]Update'
+ name: '[System 11]Update'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
- VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
- 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
- \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer
- eventListOut_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\nAppendStructuredBuffer
+ eventListOut_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
- uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventOnDie(float
- lifetime, float age, bool alive, inout uint eventCount, uint count, float deltaTime)\n{\n
- \ eventCount = (age + deltaTime > lifetime || !alive) ? count : 0;\n}\nvoid
- SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
- Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n targetPosition
- = TargetPosition;\n}\nvoid Gravity(inout float3 velocity, float3 Force, float
- deltaTime)\n{\n velocity += Force * deltaTime;\n}\nvoid EulerIntegration(inout
- float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
- * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
- Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
- { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
- CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
- \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
- + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
- (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
- * 0x8 + 0x7) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime
- = asfloat(attributeBuffer.Load((index * 0x1 + 0x400) << 2));\n\t\t\tfloat3 velocity
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tuint eventCount_a
- = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
- * 0x8 + 0x3) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x480) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\tfloat
- lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3
- velocity_source = velocity;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\n\t\t\tfloat
- mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
+ position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
+ size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
+ 1);\n\t\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t\t
\ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a
- += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime,
- age, alive, /*inout */eventCount, (uint)1, deltaTime_b);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A(
- /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity,
- float3(0, -4, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
+ += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout
+ */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
+ += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
- * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
- * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 +
- 0x480) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
+ * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
+ 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
+ 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
+ + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\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
- * 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
+ ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
- * 0x1 + 0x400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
- * 0x8 + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat
- age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\tbool alive
- = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\tfloat3 targetPosition
- = asfloat(attributeBuffer.Load3((index * 0x8 + 0x480) << 2));\n\t\tfloat3 position_source
- = position;\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source =
- (float)0.100000001;\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat3 color_source
- = float3(1, 1, 1);\n\t\tfloat mass_source = (float)1;\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
- \ eventCount = 0u;\n\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t
- \ eventCount_a += eventCount;\n\t\t}\n\t\t{\n\t\t eventCount = 0u;\n\t\t
- \ GPUEventOnDie(lifetime, age, alive, /*inout */eventCount, (uint)1, deltaTime_b);\n\t\t}\n\t\tSetAttribute_2CF4000A(
- /*inout */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity,
- float3(0, -4, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
- velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
- 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
- + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3)
- << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n\t\tattributeBuffer.Store3((index
- * 0x8 + 0x480) << 2,asuint(targetPosition));\n\t\tfor (uint i = 0; i < eventCount_a;
- ++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
- \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
+ eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
+ = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source
+ = float3(1, 1, 1);\n\t\tfloat age_source = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
+ */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
+ /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
name: '[System 11]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
- VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
- 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
- VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
- 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
@@ -3891,13 +4765,13 @@ VisualEffectResource:
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
float size, float Value) /*attribute:size Composition:Overwrite Source:Source
- Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout
- float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
- Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_E89EAA93(inout
- float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot
- Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
@@ -3912,45 +4786,1231 @@ VisualEffectResource:
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
- \ float size = (float)0.100000001;\n float3 targetPosition = float3(0,
- 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n
- \ float age = (float)0;\n bool alive = (bool)true;\n float3
- position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x0)
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
<< 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x1 + 0x400) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
- * 0x8 + 0x487) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0x8 + 0x480) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
- * 0x8 + 0x484) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index
+ * 0x8 + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x687)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 12]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
+ \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
+ value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
+ \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
+ \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
+ */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
+ deltaTime_b);\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.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
+ \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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: 1
+ name: '[System 12]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
+ 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
- \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510(
- /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u =
- size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n
- \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
- /*inout */targetPosition, tmp_u);\n }\n {\n float3
- tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n
- \ }\n {\n SetAttribute_E89EAA93( /*inout */lifetime,
- (float)0.03125);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
- \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 0
+ name: '[System 12]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 12/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
+ VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
+ VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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\r\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 SHADOW_VERY_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\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\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\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
+ */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
+ \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
+ VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
+ \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
+ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
+ \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
+ - compute: 1
+ name: '[System 13]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
+ VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 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 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
+ PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
+ uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
+ float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
+ */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
+ \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
+ float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
+ SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
+ Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
+ *= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
+ float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
+ float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
+ }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
+ + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
+ asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
+ = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
+ = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
+ = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
+ * 0xC + 0x7) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x680) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\tfloat
+ lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3
+ color_source = float3(1, 1, 1);\n\t\t\tfloat age_source = age;\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
+ \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
+ \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
+ /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\tSetAttribute_2CF4000A(
+ /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity,
+ Velocity_d);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\t\tAge(
+ /*inout */age, deltaTime_b);\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 * 0xC + 0x0) <<
+ 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x4) <<
+ 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\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
+ * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
+ ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
+ 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat
+ rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\tfloat3 position_source
+ = position;\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source =
+ (float)0.100000001;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat age_source
+ = age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
+ /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
+ = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
+ deltaTime_b);\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\tSetAttribute_6ED152F(
+ /*inout */velocity, Velocity_d);\n\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
+ 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
+ << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
+ eventListOut_a.Append(index);\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: 1
+ name: '[System 13]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
+ VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
+ 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define
+ VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
+ 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float
+ uniform_e;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
+ float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
+ float size, float Value) /*attribute:size Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
+ SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
+ float age, float Value) /*attribute:age Composition:Overwrite Source:Source
+ Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
+ \ float size = (float)0.100000001;\n float3 velocity = float3(0,
+ 0, 0);\n float3 color = float3(1, 1, 1);\n float age = (float)0;\n
+ \ uint seed = (uint)0;\n float rateCount_b = (float)0;\n float3
+ targetPosition = float3(0, 0, 0);\n bool alive = (bool)true;\n float3
+ position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0)
+ << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_p
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_p);\n
+ \ }\n {\n float tmp_p = lifetime_source;\n SetAttribute_F011C510(
+ /*inout */lifetime, tmp_p);\n }\n {\n float tmp_p =
+ size_source;\n SetAttribute_32764A86( /*inout */size, tmp_p);\n }\n
+ \ {\n float tmp_p = RAND;\n float tmp_q = tmp_p
+ * uniform_c;\n float tmp_r = uniform_b + tmp_q;\n float
+ tmp_s = RAND;\n float tmp_t = tmp_s * uniform_e;\n float
+ tmp_u = uniform_d + tmp_t;\n float tmp_v = RAND;\n float
+ tmp_w = tmp_v * uniform_c;\n float tmp_x = uniform_b + tmp_w;\n float3
+ tmp_y = float3(tmp_r, tmp_u, tmp_x);\n SetAttribute_E629755( /*inout
+ */velocity, tmp_y);\n }\n {\n float3 tmp_p = color_source;\n
+ \ SetAttribute_FDCE071E( /*inout */color, tmp_p);\n }\n {\n
+ \ float tmp_p = age_source;\n SetAttribute_99EA5134( /*inout
+ */age, tmp_p);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if
+ (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
\ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
- * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
- * 0x1 + 0x7A1200) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index
- * 0x8 + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index
- * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
- \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
- * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
- 0x1 + 0x7A1200) << 2,asuint(lifetime));\n attributeBuffer.Store((index
- * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8
- + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
- * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index
- * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index
- * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index *
- 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index
+ * 0x8 + 0x684) << 2,asuint(size));\n attributeBuffer.Store3((index
+ * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
+ << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x684)
+ << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
+ * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
+ * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 14]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid 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{\n float t = age / lifetime;\n
+ \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color =
+ value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
+ \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
+ \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3
+ position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
+ 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout
+ */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age,
+ deltaTime_b);\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.Store((index * 0x1 + 0xDBCC0)
+ << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) <<
+ 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) <<
+ 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 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 + 0xC3600) << 2));\n\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
+ = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
+ lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
+ age_source = age;\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\tAttributeFromCurve_48A86161( /*inout */color,
+ \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1
+ + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380)
+ << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\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: 1
+ name: '[System 14]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
+ VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define
+ VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE
+ 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
+ float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
+ channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
+ float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
+ Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
+ SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
+ = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
+ = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
+ Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
+ Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n
+ \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n
+ \ float3 position = float3(0, 0, 0);\n float3 targetPosition =
+ float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
+ \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float
+ alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source
+ = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3
+ targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8
+ + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
+ * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
+ = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
+ ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u
+ = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
+ \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
+ /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
+ = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
+ \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
+ /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
+ \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n
+ \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n
+ \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index
+ * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index
+ * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 0
+ name: '[System 14]Lit Quad Output'
+ source: "Shader \"Hidden/VFX/System 14/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_USE_SCALEX_CURRENT 1\n\t\t#define
+ VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
+ VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
+ VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
+ 1\n\t\t#define USE_DEAD_LIST_COUNT 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 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
+ 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\r\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 SHADOW_VERY_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\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\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\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
+ float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
+ float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
+ bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
+ (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\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_MOTIONVECTORSCALE builtInInterpolants2.xy\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
+ 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 ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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)0.5;\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)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_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\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\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\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\tVFXTransformPSInputs(i);\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
+ = 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 = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
+ *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
+ n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
+ tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
+ = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
+ = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
+ normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
+ { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
+ USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
+ */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
+ \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
+ VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
+ \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
+ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
+ \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
+ inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
+ float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
+ */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
+ \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
+ /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
+ \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
+ : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
+ = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
+ instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
+ (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
+ o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
+ = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
+ (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
+ // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 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\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
+ size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 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\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
+ position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
+ lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat
+ age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
+ /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
+ */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
+ = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
+ float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
+ float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
+ \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
+ float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
+ vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
+ float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
+ = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
+ & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
+ *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
+ *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
+ *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
+ elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
+ VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
+ < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
+ VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
+ 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
+ = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
+ \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
+ = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
+ && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
+ = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
+ invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
+ = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
+ = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
+ USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
+ = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
+ 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Trail]CameraSort'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
@@ -3973,7 +6033,7 @@ VisualEffectResource:
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"
- compute: 1
- name: '[Trail 1]CameraSort'
+ name: '[System 4]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
@@ -4015,7 +6075,7 @@ VisualEffectResource:
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"
- compute: 1
- name: '[System 7]CameraSort'
+ name: '[System 8]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
@@ -4036,7 +6096,49 @@ VisualEffectResource:
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"
- compute: 1
- name: '[System 9]CameraSort'
+ name: '[System 10]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 + 0x0) << 2));\n\t\tfloat3 position_source = position;\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"
+ - compute: 1
+ name: '[System 12]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 + 0x0) << 2));\n\t\tfloat3 position_source = position;\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"
+ - compute: 1
+ name: '[System 14]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
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data[0]: -1
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data[0]: -1
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@@ -4245,53 +6329,41 @@ VisualEffectResource:
m_PropertySheet:
m_Float:
m_Array:
- - m_ExpressionIndex: 1
- m_Value: 0.2
- - m_ExpressionIndex: 2
- m_Value: 0
+ - m_ExpressionIndex: 8
+ m_Value: 0.05116279
+ - m_ExpressionIndex: 9
+ m_Value: 1
- m_ExpressionIndex: 15
m_Value: 0.5
- - m_ExpressionIndex: 19
- m_Value: 0.03125
- - m_ExpressionIndex: 21
- m_Value: 1
- - m_ExpressionIndex: 22
- m_Value: 1
- - m_ExpressionIndex: 23
+ - m_ExpressionIndex: 18
m_Value: 2
- - m_ExpressionIndex: 24
+ - m_ExpressionIndex: 19
+ m_Value: 0.2
+ - m_ExpressionIndex: 20
m_Value: 0.5
- - m_ExpressionIndex: 25
+ - m_ExpressionIndex: 21
m_Value: 10
m_Vector2f:
- m_Array: []
- m_Vector3f:
m_Array:
- m_ExpressionIndex: 0
- m_Value: {x: 2, y: 2, z: 2}
- - m_ExpressionIndex: 3
- m_Value: {x: 3, y: 3, z: 3}
- - m_ExpressionIndex: 4
- m_Value: {x: -5, y: 5, z: 0}
- - m_ExpressionIndex: 5
- m_Value: {x: -5, y: 5, z: 0}
- - m_ExpressionIndex: 12
- m_Value: {x: -1, y: 0, z: 0}
- - m_ExpressionIndex: 13
- m_Value: {x: 1, y: 5, z: 0}
- - m_ExpressionIndex: 14
- m_Value: {x: 0, y: -4, z: 0}
- - m_ExpressionIndex: 18
- m_Value: {x: 0, y: -1, z: 0}
- - m_ExpressionIndex: 26
+ m_Value: {x: 0, y: 0}
+ - m_ExpressionIndex: 1
+ m_Value: {x: 0, y: 0}
+ - m_ExpressionIndex: 17
+ m_Value: {x: 1, y: 1}
+ - m_ExpressionIndex: 24
+ m_Value: {x: 0, y: 0}
+ m_Vector3f:
+ m_Array:
+ - m_ExpressionIndex: 22
m_Value: {x: 20, y: 20, z: 20}
- - m_ExpressionIndex: 27
+ - m_ExpressionIndex: 23
m_Value: {x: 0, y: 0, z: 0}
m_Vector4f:
m_Array: []
m_Uint:
m_Array:
- - m_ExpressionIndex: 17
+ - m_ExpressionIndex: 12
m_Value: 1
m_Int:
m_Array: []
@@ -4301,7 +6373,7 @@ VisualEffectResource:
m_Array: []
m_Gradient:
m_Array:
- - m_ExpressionIndex: 6
+ - m_ExpressionIndex: 11
m_Value:
serializedVersion: 2
key0: {r: 0.06480328, g: 0.07818743, b: 0.16202943, a: 1}
@@ -4333,32 +6405,30 @@ VisualEffectResource:
m_NumAlphaKeys: 2
m_NamedObject:
m_Array:
- - m_ExpressionIndex: 10
+ - m_ExpressionIndex: 25
m_Value: {fileID: 0}
m_Bool:
m_Array: []
m_ExposedExpressions:
- nameId: Branch Rate
- index: 23
- - nameId: Branchsize Reduction
- index: 22
+ index: 18
+ - nameId: Growth Kill
+ index: 8
- nameId: Lifetime
- index: 25
- - nameId: Mass
index: 21
- - nameId: New Gradient
- index: 6
- - nameId: Rate
+ - nameId: Max Angle
index: 1
+ - nameId: Min Angle
+ index: 0
+ - nameId: New Gradient
+ index: 11
+ - nameId: Rate
+ index: 19
- nameId: Size
- index: 24
- - nameId: Velocity Max Random
- index: 5
- - nameId: Velocity Min Random
- index: 4
+ index: 20
m_Buffers:
- type: 1
- size: 2864
+ size: 2464
layout:
- name: velocity
type: 3
@@ -4400,174 +6470,26 @@ VisualEffectResource:
type: 3
offset:
bucket: 1664
- structure: 12
+ structure: 8
element: 0
- name: spawnCount
type: 1
offset:
bucket: 1664
- structure: 12
+ structure: 8
element: 3
- name: targetPosition
type: 3
offset:
bucket: 1664
- structure: 12
+ structure: 8
element: 4
- name: size
type: 1
offset:
bucket: 1664
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element: 7
- - name: mass
- type: 1
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capacity: 100
stride: 4
- type: 1
@@ -4623,6 +6545,71 @@ VisualEffectResource:
element: 0
capacity: 10000000
stride: 4
+ - type: 1
+ size: 2464
+ layout:
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+ type: 3
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+ type: 1
+ offset:
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+ capacity: 100
+ stride: 4
- type: 1
size: 1500448
layout:
@@ -4650,24 +6637,24 @@ VisualEffectResource:
bucket: 800256
structure: 1
element: 0
+ - name: age
+ type: 1
+ offset:
+ bucket: 900288
+ structure: 1
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- name: color
type: 3
offset:
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+ bucket: 1000320
structure: 4
element: 0
- name: alpha
type: 1
offset:
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+ bucket: 1000320
structure: 4
element: 3
- - name: age
- type: 1
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- structure: 1
- element: 0
- name: alive
type: 17
offset:
@@ -4676,6 +6663,71 @@ VisualEffectResource:
element: 0
capacity: 100000
stride: 4
+ - type: 1
+ size: 2464
+ layout:
+ - name: position
+ type: 3
+ offset:
+ bucket: 0
+ structure: 12
+ element: 0
+ - name: age
+ type: 1
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+ type: 1
+ offset:
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+ structure: 8
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+ capacity: 100
+ stride: 4
- type: 1
size: 1500448
layout:
@@ -4685,42 +6737,42 @@ VisualEffectResource:
bucket: 0
structure: 4
element: 0
- - name: lifetime
- type: 1
- offset:
- bucket: 400128
- structure: 1
- element: 0
- name: targetPosition
type: 3
offset:
- bucket: 500160
+ bucket: 400128
structure: 4
element: 0
- name: size
type: 1
offset:
- bucket: 500160
+ bucket: 400128
structure: 4
element: 3
+ - name: lifetime
+ type: 1
+ offset:
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+ structure: 1
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type: 3
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+ bucket: 1000320
structure: 4
element: 0
- name: alpha
type: 1
offset:
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+ bucket: 1000320
structure: 4
element: 3
- - name: age
- type: 1
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- structure: 1
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type: 17
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capacity: 100000
stride: 4
- type: 1
- size: 15000000
- layout:
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- offset:
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- - name: alive
- type: 17
- offset:
- bucket: 14000000
- structure: 1
- element: 0
- capacity: 1000000
- stride: 4
- - type: 1
- size: 2864
+ size: 2464
layout:
- name: position
type: 3
@@ -4791,7 +6790,7 @@ VisualEffectResource:
bucket: 0
structure: 12
element: 0
- - name: rateCount_b
+ - name: age
type: 1
offset:
bucket: 0
@@ -4803,7 +6802,7 @@ VisualEffectResource:
bucket: 0
structure: 12
element: 4
- - name: age
+ - name: rateCount_b
type: 1
offset:
bucket: 0
@@ -4825,36 +6824,30 @@ VisualEffectResource:
type: 3
offset:
bucket: 1664
- structure: 12
+ structure: 8
element: 0
- name: spawnCount
type: 1
offset:
bucket: 1664
- structure: 12
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type: 3
offset:
bucket: 1664
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element: 4
- name: size
type: 1
offset:
bucket: 1664
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element: 7
- - name: mass
- type: 1
- offset:
- bucket: 1664
- structure: 12
- element: 8
capacity: 100
stride: 4
- type: 1
- size: 15000000
+ size: 1500448
layout:
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type: 3
@@ -4862,52 +6855,52 @@ VisualEffectResource:
bucket: 0
structure: 4
element: 0
- - name: lifetime
- type: 1
- offset:
- bucket: 4000000
- structure: 1
- element: 0
- name: targetPosition
type: 3
offset:
- bucket: 5000000
+ bucket: 400128
structure: 4
element: 0
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type: 1
offset:
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+ bucket: 400128
structure: 4
element: 3
+ - name: lifetime
+ type: 1
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type: 1
offset:
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+ bucket: 1664
structure: 8
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capacity: 128
@@ -6082,6 +8163,231 @@ VisualEffectResource:
layout: []
capacity: 0
stride: 4
+ - type: 1
+ size: 1500480
+ layout:
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m_CPUBuffers:
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@@ -6108,15 +8414,18 @@ VisualEffectResource:
data: 00000000
m_Events:
- name: OnPlay
- playSystems: 00000000
+ playSystems:
stopSystems:
- name: OnStop
playSystems:
stopSystems: 00000000
+ - name: PlantTree
+ playSystems: 00000000
+ stopSystems:
m_RuntimeVersion: 10
m_RendererSettings:
motionVectorGenerationMode: 0
- shadowCastingMode: 0
+ shadowCastingMode: 1
receiveShadows: 0
reflectionProbeUsage: 0
lightProbeUsage: 0
@@ -6134,12 +8443,14 @@ VisualEffectResource:
index: 1
values: []
tasks:
- - type: 268435456
+ - type: 268435457
buffers: []
temporaryBuffers: []
values:
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+ - nameId: Count
+ index: 17
+ - nameId: Delay
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params: []
processor: {fileID: 0}
shaderSourceIndex: -1
@@ -6151,46 +8462,48 @@ VisualEffectResource:
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index: 0
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@@ -6198,23 +8511,25 @@ VisualEffectResource:
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index: 0
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+ index: 29
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+ index: 16
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shaderSourceIndex: 1
- type: 1
- flags: 5
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+ flags: 7
+ capacity: 10000000
layer: 1
buffers:
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@@ -6222,40 +8537,42 @@ VisualEffectResource:
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index: 0
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temporaryBuffers: []
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+ values: []
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@@ -6263,482 +8580,47 @@ VisualEffectResource:
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index: 1
- nameId: deadListOut
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- index: 14
- - nameId: eventListOut_b
- index: 15
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temporaryBuffers: []
values:
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- index: 23
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processor: {fileID: 0}
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@@ -6749,51 +8631,231 @@ VisualEffectResource:
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flags: 5
capacity: 100
- layer: 3
+ layer: 1
buffers:
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diff --git a/UnityProject/ProjectSettings/EditorBuildSettings.asset b/UnityProject/ProjectSettings/EditorBuildSettings.asset
index 8334134..025ffc2 100644
--- a/UnityProject/ProjectSettings/EditorBuildSettings.asset
+++ b/UnityProject/ProjectSettings/EditorBuildSettings.asset
@@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
- path: Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity
+ path: Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity
guid: c832dd23acdb2d74fb4b7f4317a5db35
m_configObjects: {}