From 18b7ea8ea0f42471cd29b892b14dcbadcbfbbda0 Mon Sep 17 00:00:00 2001 From: max Date: Tue, 7 Jan 2020 19:48:04 +0100 Subject: [PATCH] Fixed Basic Fractal Demo --- UnityProject/Assembly-CSharp.csproj | 1 + .../Max Silly Demos/BasicFractals.unity | 1534 + ...er.unity.meta => BasicFractals.unity.meta} | 0 .../Max Silly Demos/Materials/Floor.mat | 250 + .../Max Silly Demos/Materials/Floor.mat.meta | 8 + .../Scripts/VFXAudioTrigger.cs | 17 + .../Scripts/VFXAudioTrigger.cs.meta | 11 + .../Spawning Particles from each other.unity | 673 - .../VFX Graph/BasicFractal.vfx | 51298 +++++++++------- .../Scene Settings Profile 1.asset | 44 +- .../ProjectSettings/EditorBuildSettings.asset | 2 +- 11 files changed, 32192 insertions(+), 21646 deletions(-) create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity rename UnityProject/Assets/Scenes/Examples/Max Silly Demos/{Spawning Particles from each other.unity.meta => BasicFractals.unity.meta} (100%) create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Materials/Floor.mat.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Scripts/VFXAudioTrigger.cs.meta delete mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Spawning Particles from each other.unity diff --git a/UnityProject/Assembly-CSharp.csproj b/UnityProject/Assembly-CSharp.csproj index adf14c0..88b110d 100644 --- a/UnityProject/Assembly-CSharp.csproj +++ b/UnityProject/Assembly-CSharp.csproj @@ -79,6 +79,7 @@ + diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity new file mode 100644 index 0000000..0c87636 --- /dev/null +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/BasicFractals.unity @@ 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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 @@ -4064,177 +6166,159 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 2 - op: 1 - valueIndex: 3 + valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 2 + - op: 5 valueIndex: 4 + data[0]: 1 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 5 + valueIndex: 5 + data[0]: 1 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 5 + valueIndex: 6 + data[0]: 0 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 5 + valueIndex: 7 + data[0]: 0 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 29 + valueIndex: 8 + data[0]: 2 + data[1]: 4 + data[2]: -1 + data[3]: 1 + - op: 29 + valueIndex: 9 + data[0]: 3 + data[1]: 5 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - op: 1 valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 29 + valueIndex: 12 + data[0]: 9 + data[1]: 8 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 13 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 14 - op: 1 valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 14 - - op: 27 + data[3]: 6 + - op: 3 valueIndex: 15 - data[0]: 4 - data[1]: 3 - data[2]: -1 - data[3]: 3 - - op: 27 - valueIndex: 18 - data[0]: 5 - data[1]: 3 - data[2]: -1 - data[3]: 3 + data[0]: 10 + data[1]: 10 + data[2]: 10 + data[3]: -1 - op: 57 - valueIndex: 21 - data[0]: 6 + valueIndex: 18 + data[0]: 11 data[1]: -1 data[2]: -1 data[3]: 0 - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 27 - valueIndex: 23 - data[0]: 5 - data[1]: 0 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 36 - data[0]: 1 - data[1]: 2 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 37 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 38 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 41 + valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 6 - valueIndex: 42 + valueIndex: 20 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 43 + valueIndex: 21 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 23 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 44 + valueIndex: 24 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 45 + valueIndex: 25 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 46 + valueIndex: 26 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 47 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 48 + valueIndex: 27 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 1 - valueIndex: 51 + valueIndex: 30 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 27 - valueIndex: 54 - data[0]: 4 - data[1]: 0 + - op: 1 + valueIndex: 33 + data[0]: -1 + data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 2 + - op: 1 + valueIndex: 35 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 - op: 9 - valueIndex: 57 + valueIndex: 36 data[0]: -1 data[1]: -1 data[2]: -1 @@ -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 - structure: 12 + structure: 8 element: 7 - - name: mass - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 8 - capacity: 100 - stride: 4 - - type: 1 - size: 2864 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 12 - element: 0 - - name: rateCount_b - type: 1 - offset: - bucket: 0 - structure: 12 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 12 - element: 4 - - name: age - type: 1 - offset: - bucket: 0 - structure: 12 - element: 7 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 12 - element: 8 - - name: lifetime - type: 1 - offset: - bucket: 1536 - structure: 1 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 1664 - structure: 12 - element: 0 - - name: spawnCount - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 3 - - name: color - type: 3 - offset: - bucket: 1664 - structure: 12 - element: 4 - - name: size - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 7 - - name: mass - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 8 - capacity: 100 - stride: 4 - - type: 1 - size: 2864 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 12 - element: 0 - - name: rateCount_b - type: 1 - offset: - bucket: 0 - structure: 12 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 12 - element: 4 - - name: age - type: 1 - offset: - bucket: 0 - structure: 12 - element: 7 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 12 - element: 8 - - name: lifetime - type: 1 - offset: - bucket: 1536 - structure: 1 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 1664 - structure: 12 - element: 0 - - name: spawnCount - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 3 - - name: color - type: 3 - offset: - bucket: 1664 - structure: 12 - element: 4 - - name: size - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 7 - - name: mass - type: 1 - offset: - bucket: 1664 - structure: 12 - element: 8 capacity: 100 stride: 4 - type: 1 @@ -4623,6 +6545,71 @@ VisualEffectResource: element: 0 capacity: 10000000 stride: 4 + - type: 1 + size: 2464 + layout: + - name: position + type: 3 + offset: + bucket: 0 + structure: 12 + element: 0 + - name: age + type: 1 + offset: + bucket: 0 + structure: 12 + element: 3 + - name: velocity + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: rateCount_b + type: 1 + offset: + bucket: 0 + structure: 12 + element: 7 + - name: alive + type: 17 + offset: + bucket: 0 + structure: 12 + element: 8 + - name: lifetime + type: 1 + offset: + bucket: 1536 + structure: 1 + element: 0 + - name: targetPosition + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 0 + - name: spawnCount + type: 1 + offset: + bucket: 1664 + structure: 8 + element: 3 + - name: color + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 4 + - name: size + type: 1 + offset: + bucket: 1664 + structure: 8 + element: 7 + 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 + element: 0 - name: color type: 3 offset: - 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stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - type: 1 size: 150000000 layout: @@ -5476,6 +7476,81 @@ VisualEffectResource: layout: [] capacity: 0 stride: 8 + - type: 1 + size: 2688 + layout: + - name: position + type: 3 + offset: + bucket: 0 + structure: 12 + element: 0 + - name: age + type: 1 + offset: + bucket: 0 + structure: 12 + element: 3 + - name: velocity + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: rateCount_b + type: 1 + offset: + bucket: 0 + structure: 12 + element: 7 + - name: alive + type: 17 + offset: + bucket: 0 + structure: 12 + element: 8 + - name: lifetime + type: 1 + offset: + bucket: 1536 + structure: 1 + element: 0 + - name: targetPosition + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 0 + - name: spawnCount + type: 1 + offset: + bucket: 1664 + structure: 8 + element: 3 + - name: color + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 4 + - name: size + type: 1 + offset: + bucket: 1664 + 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stride: 4 + - type: 4 + size: 100000 + layout: [] + capacity: 0 + stride: 4 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 - type: 1 - size: 2176 + size: 2688 layout: - name: position type: 3 offset: bucket: 0 - structure: 8 + structure: 12 element: 0 - name: age type: 1 offset: bucket: 0 - structure: 8 + structure: 12 element: 3 - name: velocity type: 3 offset: bucket: 0 - structure: 8 + structure: 12 element: 4 + - name: rateCount_b + type: 1 + offset: + bucket: 0 + structure: 12 + element: 7 - name: alive type: 17 offset: bucket: 0 - structure: 8 - element: 7 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 1024 + bucket: 1536 structure: 1 element: 0 - name: targetPosition type: 3 offset: - bucket: 1152 + bucket: 1664 structure: 8 element: 0 - name: spawnCount type: 1 offset: - bucket: 1152 + bucket: 1664 structure: 8 element: 3 - name: color type: 3 offset: - bucket: 1152 + bucket: 1664 structure: 8 element: 4 - name: size type: 1 offset: - bucket: 1152 + bucket: 1664 structure: 8 element: 7 capacity: 128 @@ -6082,6 +8163,231 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 + - type: 1 + size: 1500480 + layout: + - name: position + type: 3 + offset: + bucket: 0 + structure: 4 + element: 0 + - name: targetPosition + type: 3 + offset: + bucket: 400128 + structure: 4 + element: 0 + - name: size + type: 1 + offset: + bucket: 400128 + structure: 4 + element: 3 + - name: lifetime + type: 1 + offset: + bucket: 800256 + structure: 1 + element: 0 + - name: age + type: 1 + offset: + bucket: 900288 + structure: 1 + element: 0 + - name: color + type: 3 + offset: + bucket: 1000320 + structure: 4 + element: 0 + - name: alpha + type: 1 + offset: + bucket: 1000320 + structure: 4 + element: 3 + - name: alive + type: 17 + offset: + bucket: 1400448 + structure: 1 + element: 0 + capacity: 100032 + stride: 4 + - type: 4 + size: 100000 + layout: [] + capacity: 0 + stride: 4 + - type: 1 + size: 1 + layout: [] + capacity: 0 + stride: 4 + - type: 4 + size: 100000 + layout: [] + capacity: 0 + stride: 4 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 + - type: 1 + size: 2688 + layout: + - name: position + type: 3 + offset: + bucket: 0 + structure: 12 + element: 0 + - name: age + type: 1 + offset: + bucket: 0 + structure: 12 + element: 3 + - name: velocity + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: rateCount_b + type: 1 + offset: + bucket: 0 + structure: 12 + element: 7 + - name: alive + type: 17 + offset: + bucket: 0 + structure: 12 + element: 8 + - name: lifetime + type: 1 + offset: + bucket: 1536 + structure: 1 + element: 0 + - name: targetPosition + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 0 + - name: spawnCount + type: 1 + offset: + bucket: 1664 + structure: 8 + element: 3 + - name: size + type: 1 + offset: + bucket: 1664 + structure: 8 + element: 4 + capacity: 128 + stride: 4 + - type: 4 + size: 100 + layout: [] + capacity: 0 + stride: 4 + - type: 1 + size: 1 + layout: [] + capacity: 0 + stride: 4 + - type: 1 + size: 1500480 + layout: + - name: position + type: 3 + offset: + bucket: 0 + structure: 4 + element: 0 + - name: targetPosition + type: 3 + offset: + bucket: 400128 + structure: 4 + element: 0 + - name: size + type: 1 + offset: + bucket: 400128 + structure: 4 + element: 3 + - name: lifetime + type: 1 + offset: + bucket: 800256 + structure: 1 + element: 0 + - name: age + type: 1 + offset: + bucket: 900288 + structure: 1 + element: 0 + - name: color + type: 3 + offset: + bucket: 1000320 + structure: 4 + element: 0 + - name: alpha + type: 1 + offset: + bucket: 1000320 + structure: 4 + element: 3 + - name: alive + type: 17 + offset: + bucket: 1400448 + structure: 1 + element: 0 + capacity: 100032 + stride: 4 + - type: 4 + size: 100000 + layout: [] + capacity: 0 + stride: 4 + - type: 1 + size: 1 + layout: [] + capacity: 0 + stride: 4 + - type: 4 + size: 100000 + layout: [] + capacity: 0 + stride: 4 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 + - type: 0 + size: 100000 + layout: [] + capacity: 0 + stride: 8 m_TemporaryBuffers: [] m_CPUBuffers: - capacity: 1 @@ -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: - - nameId: Rate - index: 16 + - nameId: Count + index: 17 + - nameId: Delay + index: 24 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -6151,46 +8462,48 @@ VisualEffectResource: - nameId: attributeBuffer index: 0 - nameId: sourceAttributeBuffer - index: 24 + index: 28 - nameId: deadList - index: 25 + index: 29 - nameId: deadListCount - index: 26 + index: 30 - nameId: spawner_input index: 1 values: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 tasks: - type: 536870912 buffers: - nameId: attributeBuffer index: 0 - nameId: deadListIn - index: 25 + index: 29 - nameId: deadListCount - index: 26 + index: 30 - nameId: sourceAttributeBuffer - index: 24 + index: 28 temporaryBuffers: [] values: - - nameId: A_a + - nameId: uniform_b index: 4 - - nameId: B_a + - nameId: uniform_c + index: 6 + - nameId: uniform_d index: 5 + - nameId: uniform_e + index: 7 - nameId: Lifetime_b - index: 25 - - nameId: Size_c - index: 24 - - nameId: Mass_d index: 21 + - nameId: Size_c + index: 20 params: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -6198,23 +8511,25 @@ VisualEffectResource: - nameId: attributeBuffer index: 0 - nameId: deadListOut - index: 25 + index: 29 - nameId: eventListOut_a - index: 12 + index: 14 - nameId: eventListOut_b - index: 13 + index: 15 temporaryBuffers: [] values: - nameId: Rate_a - index: 23 + index: 18 - nameId: deltaTime_a - index: 20 + index: 16 + - nameId: Velocity_d + index: 13 params: [] processor: {fileID: 0} shaderSourceIndex: 1 - type: 1 - flags: 5 - capacity: 100 + flags: 7 + capacity: 10000000 layer: 1 buffers: - nameId: attributeBuffer @@ -6222,40 +8537,42 @@ VisualEffectResource: - nameId: sourceAttributeBuffer index: 0 - nameId: eventList - index: 12 + index: 15 - nameId: deadList - index: 28 + index: 32 - nameId: deadListCount - index: 29 + index: 33 + - nameId: indirectBuffer + index: 34 + - nameId: sortBufferA + index: 35 + - nameId: sortBufferB + index: 36 values: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 tasks: - type: 536870912 buffers: - nameId: attributeBuffer index: 1 - nameId: eventList - index: 12 + index: 15 - nameId: deadListIn - index: 28 + index: 32 - nameId: deadListCount - index: 29 + index: 33 - nameId: sourceAttributeBuffer index: 0 temporaryBuffers: [] - values: - - nameId: A_e - index: 28 - - nameId: B_e - index: 11 + values: [] params: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 processor: {fileID: 0} shaderSourceIndex: 2 - type: 805306368 @@ -6263,482 +8580,47 @@ VisualEffectResource: - nameId: attributeBuffer index: 1 - nameId: deadListOut - index: 28 - - nameId: eventListOut_a - index: 14 - - nameId: eventListOut_b - index: 15 + index: 32 + - nameId: indirectBuffer + index: 34 temporaryBuffers: [] values: - - nameId: Rate_b - index: 23 + - nameId: Color_a + index: 14 - nameId: deltaTime_b - index: 20 + index: 16 params: [] processor: {fileID: 0} shaderSourceIndex: 3 - - type: 1 - flags: 5 - capacity: 100 - layer: 2 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 1 - - nameId: eventList - index: 15 - - nameId: deadList - index: 31 - - nameId: deadListCount - index: 32 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 + - type: 805306369 buffers: - nameId: attributeBuffer - index: 2 - - nameId: eventList - index: 15 - - nameId: deadListIn - index: 31 - - nameId: deadListCount - index: 32 - - nameId: sourceAttributeBuffer index: 1 + - nameId: inputBuffer + index: 34 + - nameId: outputBuffer + index: 35 + - nameId: deadListCount + index: 33 temporaryBuffers: [] values: - - nameId: A_e - index: 7 - - nameId: B_e - index: 8 - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size + - nameId: localToWorld index: 26 - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 31 - - nameId: eventListOut_a - index: 16 - - nameId: eventListOut_b - index: 17 - temporaryBuffers: [] - values: - - nameId: Rate_b - index: 23 - - nameId: deltaTime_b - index: 20 params: [] processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1 - flags: 7 - capacity: 10000000 - layer: 1 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: sourceAttributeBuffer - index: 0 - - nameId: eventList - index: 13 - - nameId: deadList - index: 34 - - nameId: deadListCount - index: 35 - - nameId: indirectBuffer - index: 36 - - nameId: sortBufferA - index: 37 - - nameId: sortBufferB - index: 38 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 + shaderSourceIndex: 35 + - type: 1073741826 buffers: - nameId: attributeBuffer - index: 3 - - nameId: eventList - index: 13 - - nameId: deadListIn + index: 1 + - nameId: indirectBuffer index: 34 - nameId: deadListCount - index: 35 - - nameId: sourceAttributeBuffer - index: 0 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListOut - index: 34 - - nameId: indirectBuffer - index: 36 + index: 33 temporaryBuffers: [] values: - - nameId: Color_a - index: 9 - - nameId: deltaTime_b - index: 20 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 7 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: inputBuffer - index: 36 - - nameId: outputBuffer - index: 37 - - nameId: deadListCount - index: 35 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 29 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 30 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: indirectBuffer - index: 36 - - nameId: deadListCount - index: 35 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 10 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 8 - - type: 1 - flags: 7 - capacity: 100000 - layer: 2 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: sourceAttributeBuffer - index: 1 - - nameId: eventList - index: 14 - - nameId: deadList - index: 40 - - nameId: deadListCount - index: 41 - - nameId: indirectBuffer - index: 42 - - nameId: sortBufferA - index: 43 - - nameId: sortBufferB - index: 44 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: eventList - index: 14 - - nameId: deadListIn - index: 40 - - nameId: deadListCount - index: 41 - - nameId: sourceAttributeBuffer - index: 1 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 11 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: deadListOut - index: 40 - - nameId: indirectBuffer - index: 42 - temporaryBuffers: [] - values: - - nameId: Color_a - index: 9 - - nameId: deltaTime_b - index: 20 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 9 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: inputBuffer - index: 42 - - nameId: outputBuffer - index: 43 - - nameId: deadListCount - index: 41 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 29 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 31 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: indirectBuffer - index: 42 - - nameId: deadListCount - index: 41 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 10 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 10 - - type: 1 - flags: 7 - capacity: 100000 - layer: 3 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: eventList - index: 16 - - nameId: deadList - index: 46 - - nameId: deadListCount - index: 47 - - nameId: indirectBuffer - index: 48 - - nameId: sortBufferA - index: 49 - - nameId: sortBufferB - index: 50 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: eventList - index: 16 - - nameId: deadListIn - index: 46 - - nameId: deadListCount - index: 47 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 14 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: deadListOut - index: 46 - - nameId: indirectBuffer - index: 48 - temporaryBuffers: [] - values: - - nameId: Color_a - index: 9 - - nameId: deltaTime_b - index: 20 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 12 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: inputBuffer - index: 48 - - nameId: outputBuffer - index: 49 - - nameId: deadListCount - index: 47 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 29 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 32 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: indirectBuffer - index: 48 - - nameId: deadListCount - index: 47 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 10 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 13 - - type: 1 - flags: 7 - capacity: 1000000 - layer: 4 - buffers: - - nameId: attributeBuffer - index: 6 - - nameId: sourceAttributeBuffer - index: 7 - - nameId: eventList - index: 18 - - nameId: deadList - index: 52 - - nameId: deadListCount - index: 53 - - nameId: indirectBuffer - index: 54 - - nameId: sortBufferA - index: 55 - - nameId: sortBufferB - index: 56 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 6 - - nameId: eventList - index: 18 - - nameId: deadListIn - index: 52 - - nameId: deadListCount - index: 53 - - nameId: sourceAttributeBuffer - index: 7 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 19 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 6 - - nameId: deadListOut - index: 52 - - nameId: indirectBuffer - index: 54 - temporaryBuffers: [] - values: - - nameId: Color_a - index: 9 - - nameId: deltaTime_b - index: 20 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 15 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 6 - - nameId: inputBuffer - index: 54 - - nameId: outputBuffer - index: 55 - - nameId: deadListCount - index: 53 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 29 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 33 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 6 - - nameId: indirectBuffer - index: 54 - - nameId: deadListCount - index: 53 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 10 + - nameId: baseColorMap + index: 25 params: - nameId: sortPriority index: 0 @@ -6749,51 +8631,231 @@ VisualEffectResource: - type: 1 flags: 5 capacity: 100 - layer: 3 + layer: 1 buffers: - nameId: attributeBuffer - index: 7 - - nameId: sourceAttributeBuffer index: 2 + - nameId: sourceAttributeBuffer + index: 0 - nameId: eventList - index: 17 + index: 14 - nameId: deadList - index: 58 + index: 38 - nameId: deadListCount - index: 59 + index: 39 values: - nameId: bounds_center - index: 4 + index: 23 - nameId: bounds_size - index: 5 + index: 22 tasks: - type: 536870912 buffers: - nameId: attributeBuffer - index: 7 + index: 2 - nameId: eventList - index: 17 + index: 14 - nameId: deadListIn - index: 58 + index: 38 - nameId: deadListCount - index: 59 + index: 39 + - nameId: sourceAttributeBuffer + index: 0 + temporaryBuffers: [] + values: + - nameId: uniform_b + index: 4 + - nameId: uniform_c + index: 6 + - nameId: uniform_d + index: 5 + - nameId: uniform_e + index: 7 + params: + - nameId: bounds_center + index: 23 + - nameId: bounds_size + index: 22 + processor: {fileID: 0} + shaderSourceIndex: 5 + - type: 805306368 + buffers: + - nameId: attributeBuffer + index: 2 + - nameId: deadListOut + index: 38 + - nameId: eventListOut_a + index: 16 + - nameId: eventListOut_b + index: 17 + temporaryBuffers: [] + values: + - nameId: Rate_b + index: 18 + - nameId: deltaTime_b + index: 16 + - nameId: Velocity_d + index: 13 + params: [] + processor: {fileID: 0} + shaderSourceIndex: 4 + - type: 1 + flags: 7 + capacity: 100000 + layer: 2 + buffers: + - nameId: attributeBuffer + index: 3 + - nameId: sourceAttributeBuffer + index: 2 + - nameId: eventList + index: 16 + - nameId: deadList + index: 41 + - nameId: deadListCount + index: 42 + - nameId: indirectBuffer + index: 43 + - nameId: sortBufferA + index: 44 + - nameId: sortBufferB + index: 45 + values: + - nameId: bounds_center + index: 23 + - nameId: bounds_size + index: 22 + tasks: + - type: 536870912 + buffers: + - nameId: attributeBuffer + index: 3 + - nameId: eventList + index: 16 + - nameId: deadListIn + index: 41 + - nameId: deadListCount + index: 42 - nameId: sourceAttributeBuffer index: 2 temporaryBuffers: [] values: [] params: - nameId: bounds_center - index: 4 + index: 23 - nameId: bounds_size - index: 5 + index: 22 processor: {fileID: 0} - shaderSourceIndex: 17 + shaderSourceIndex: 7 - type: 805306368 buffers: - nameId: attributeBuffer - index: 7 + index: 3 - nameId: deadListOut - index: 58 + index: 41 + - nameId: indirectBuffer + index: 43 + temporaryBuffers: [] + values: + - nameId: Color_a + index: 14 + - nameId: deltaTime_b + index: 16 + params: [] + processor: {fileID: 0} + shaderSourceIndex: 6 + - type: 805306369 + buffers: + - nameId: attributeBuffer + index: 3 + - nameId: inputBuffer + index: 43 + - nameId: outputBuffer + index: 44 + - nameId: deadListCount + index: 42 + temporaryBuffers: [] + values: + - nameId: localToWorld + index: 26 + params: [] + processor: {fileID: 0} + shaderSourceIndex: 36 + - type: 1073741826 + buffers: + - nameId: attributeBuffer + index: 3 + - nameId: indirectBuffer + index: 43 + - nameId: deadListCount + index: 42 + temporaryBuffers: [] + values: + - nameId: baseColorMap + index: 25 + params: + - nameId: sortPriority + index: 0 + - nameId: indirectDraw + index: 1 + processor: {fileID: 0} + shaderSourceIndex: 17 + - type: 1 + flags: 5 + capacity: 100 + layer: 2 + buffers: + - nameId: attributeBuffer + index: 4 + - nameId: sourceAttributeBuffer + index: 2 + - nameId: eventList + index: 17 + - nameId: deadList + index: 47 + - nameId: deadListCount + index: 48 + values: + - nameId: bounds_center + index: 23 + - nameId: bounds_size + index: 22 + tasks: + - type: 536870912 + buffers: + - nameId: attributeBuffer + index: 4 + - nameId: eventList + index: 17 + - nameId: deadListIn + index: 47 + - nameId: deadListCount + index: 48 + - nameId: sourceAttributeBuffer + index: 2 + temporaryBuffers: [] + values: + - nameId: uniform_b + index: 4 + - nameId: uniform_c + index: 6 + - nameId: uniform_d + index: 5 + - nameId: uniform_e + index: 7 + params: + - nameId: bounds_center + index: 23 + - nameId: bounds_size + index: 22 + processor: {fileID: 0} + shaderSourceIndex: 9 + - type: 805306368 + buffers: + - nameId: attributeBuffer + index: 4 + - nameId: deadListOut + index: 47 - nameId: eventListOut_a index: 18 - nameId: eventListOut_b @@ -6801,161 +8863,171 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Rate_b - index: 23 + index: 18 - nameId: deltaTime_b - index: 20 + index: 16 + - nameId: Velocity_d + index: 13 params: [] processor: {fileID: 0} - shaderSourceIndex: 18 + shaderSourceIndex: 8 - type: 1 flags: 7 - capacity: 1000000 - layer: 5 + capacity: 100000 + layer: 3 buffers: - nameId: attributeBuffer - index: 8 + index: 5 - nameId: sourceAttributeBuffer - index: 9 + index: 4 - nameId: eventList - index: 20 + index: 18 - nameId: deadList - index: 61 + index: 50 - nameId: deadListCount - index: 62 + index: 51 - nameId: indirectBuffer - index: 63 + index: 52 - nameId: sortBufferA - index: 64 + index: 53 - nameId: sortBufferB - index: 65 + index: 54 values: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 tasks: - type: 536870912 buffers: - nameId: attributeBuffer - index: 8 + index: 5 - nameId: eventList - index: 20 + index: 18 - nameId: deadListIn - index: 61 + index: 50 - nameId: deadListCount - index: 62 + index: 51 - nameId: sourceAttributeBuffer - index: 9 + index: 4 temporaryBuffers: [] values: [] params: - nameId: bounds_center - index: 27 + index: 23 - nameId: bounds_size - index: 26 + index: 22 processor: {fileID: 0} - shaderSourceIndex: 24 + shaderSourceIndex: 11 - type: 805306368 buffers: - nameId: attributeBuffer - index: 8 + index: 5 - nameId: deadListOut - index: 61 + index: 50 - nameId: indirectBuffer - index: 63 + index: 52 temporaryBuffers: [] values: - nameId: Color_a - index: 9 + index: 14 - nameId: deltaTime_b - index: 20 + index: 16 params: [] processor: {fileID: 0} - shaderSourceIndex: 20 + shaderSourceIndex: 10 - type: 805306369 buffers: - nameId: attributeBuffer - index: 8 + index: 5 - nameId: inputBuffer - index: 63 + index: 52 - nameId: outputBuffer - index: 64 + index: 53 - nameId: deadListCount - index: 62 + index: 51 temporaryBuffers: [] values: - nameId: localToWorld - index: 29 + index: 26 params: [] processor: {fileID: 0} - shaderSourceIndex: 34 + shaderSourceIndex: 37 - type: 1073741826 buffers: - nameId: attributeBuffer - index: 8 + index: 5 - nameId: indirectBuffer - index: 63 + index: 52 - nameId: deadListCount - index: 62 + index: 51 temporaryBuffers: [] values: - - nameId: mainTexture - index: 10 + - nameId: baseColorMap + index: 25 params: - nameId: sortPriority index: 0 - nameId: indirectDraw index: 1 processor: {fileID: 0} - shaderSourceIndex: 21 + shaderSourceIndex: 18 - type: 1 flags: 5 capacity: 100 - layer: 4 + layer: 3 buffers: - nameId: attributeBuffer - index: 9 + index: 6 - nameId: sourceAttributeBuffer - index: 7 + index: 4 - nameId: eventList index: 19 - nameId: deadList - index: 67 + index: 56 - nameId: deadListCount - index: 68 + index: 57 values: - nameId: bounds_center - index: 4 + index: 23 - nameId: bounds_size - index: 5 + index: 22 tasks: - type: 536870912 buffers: - nameId: attributeBuffer - index: 9 + index: 6 - nameId: eventList index: 19 - nameId: deadListIn - index: 67 + index: 56 - nameId: 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