diff --git a/UnityProject/Assembly-CSharp.csproj b/UnityProject/Assembly-CSharp.csproj
index 005d179..963fe7a 100644
--- a/UnityProject/Assembly-CSharp.csproj
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@@ -99,6 +99,7 @@
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index 88b73a7..e80663b 100644
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+ alpha = (float)1;\n float3 velocity = float3(0, 0, 0);\n float3
+ CustomAttribute = float3(0, 0, 0);\n uint particleId = (uint)0;\n bool
+ alive = (bool)true;\n float age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
+ \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
+ \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n
+ \ {\n uint tmp_q = particleId / (uint)600;\n uint
+ tmp_r = tmp_q * (uint)600;\n uint tmp_s = particleId - tmp_r;\n float
+ tmp_t = (float)tmp_s;\n float tmp_v = tmp_t / (float)600;\n uint
+ tmp_w = tmp_q ^ asuint(uniform_b);\n float tmp_x = FixedRand(tmp_w);\n
+ \ float2 tmp_y = float2(tmp_v, tmp_x);\n float2 tmp_ba
+ = tmp_y - float2(0.000833333354, 0);\n SetCustomAttribute_B23F5E21(
+ /*inout */UV1, tmp_ba);\n }\n {\n uint tmp_q = particleId
+ / (uint)600;\n uint tmp_r = tmp_q * (uint)600;\n uint
+ tmp_s = particleId - tmp_r;\n float tmp_t = (float)tmp_s;\n float
+ tmp_v = tmp_t / (float)600;\n uint tmp_w = tmp_q ^ asuint(uniform_b);\n
+ \ float tmp_x = FixedRand(tmp_w);\n float2 tmp_y = float2(tmp_v,
+ tmp_x);\n float2 tmp_ba = tmp_y + float2(0.000833333354, 0);\n SetCustomAttribute_B5FA1F34(
+ /*inout */UV2, tmp_ba);\n }\n {\n float4 tmp_q = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n
+ \ float tmp_r = tmp_q[0];\n float tmp_s = tmp_q[1];\n float
+ tmp_t = tmp_q[2];\n float3 tmp_u = float3(tmp_r, tmp_s, tmp_t);\n
+ \ SetAttribute_CAC29747( /*inout */position, tmp_u);\n }\n
+ \ {\n float4 tmp_q = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n
+ \ float tmp_r = tmp_q[0];\n float tmp_s = tmp_q[1];\n float
+ tmp_t = tmp_q[2];\n float3 tmp_u = float3(tmp_r, tmp_s, tmp_t);\n
+ \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_u);\n }\n
+ \ {\n float4 tmp_q = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n
+ \ float tmp_r = tmp_q[0];\n float tmp_s = tmp_q[1];\n float
+ tmp_t = tmp_q[2];\n float3 tmp_u = float3(tmp_r, tmp_s, tmp_t);\n
+ \ float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n
+ \ float tmp_x = tmp_w[0];\n float tmp_y = tmp_w[1];\n float
+ tmp_z = tmp_w[2];\n float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n
+ \ float3 tmp_bb = tmp_ba - tmp_u;\n float3 tmp_bc = float3(0.5,
+ 0.5, 0.5) * tmp_bb;\n float3 tmp_bd = tmp_u + tmp_bc;\n SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bd);\n }\n {\n SetAttribute_545F0ED(
+ /*inout */color, float3(5, 5, 5));\n }\n {\n SetAttribute_F0142CB9(
+ /*inout */lifetime, (float)1);\n }\n {\n float4 tmp_q
+ = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n float tmp_r
+ = tmp_q[3];\n float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n
+ \ float tmp_t = tmp_s[3];\n float tmp_u = min(tmp_r, tmp_t);\n
+ \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_u);\n }\n {\n
+ \ float tmp_s = position[0];\n float tmp_t = targetPosition[0];\n
+ \ float tmp_u = tmp_s - tmp_t;\n float tmp_v = tmp_u *
+ tmp_u;\n float tmp_x = pow(tmp_v, (float)0.5);\n float
+ tmp_z = tmp_x - (float)0.0500000007;\n float tmp_bb = tmp_z / (float)0.100000009;\n
+ \ float tmp_bc = saturate(tmp_bb);\n float tmp_bd = (float)2
+ * tmp_bc;\n float tmp_be = (float)3 - tmp_bd;\n float
+ tmp_bf = tmp_be * tmp_bc;\n float tmp_bg = tmp_bf * tmp_bc;\n float
+ tmp_bh = (float)1 - tmp_bg;\n SetAttribute_C7757136( /*inout */alpha,
+ tmp_bh);\n }\n {\n SetAttribute_E629755( /*inout */velocity,
+ float3(0, 0, 0));\n }\n {\n SetCustomAttribute_3E67104D(
+ /*inout */CustomAttribute, float3(0, 0, 0));\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.Store3((index * 0x8 + 0x4) << 2,asuint(targetPosition));\n
+ \ attributeBuffer.Store3((index * 0x4 + 0x61A800) << 2,asuint(color));\n
+ \ attributeBuffer.Store((index * 0x1 + 0x927C00) << 2,asuint(lifetime));\n
+ \ attributeBuffer.Store((index * 0x4 + 0x61A803) << 2,asuint(alpha));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x9EB100) << 2,asuint(velocity));\n
+ \ attributeBuffer.Store3((index * 0x8 + 0x9EB104) << 2,asuint(CustomAttribute));\n
+ \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
+ * 0x8 + 0x7) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x4)
+ << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x4 +
+ 0x61A800) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 +
+ 0x927C00) << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4
+ + 0x61A803) << 2,asuint(alpha));\n attributeBuffer.Store3((index * 0x8
+ + 0x9EB100) << 2,asuint(velocity));\n attributeBuffer.Store3((index *
+ 0x8 + 0x9EB104) << 2,asuint(CustomAttribute));\n attributeBuffer.Store((index
+ * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * 0x8
+ + 0x7) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_CUSTOMATTRIBUTE_CURRENT
+ 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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 uniform_b;\n float uniform_d;\n float3 uniform_c;\n float
+ deltaTime_d;\n float3 uniform_e;\n uint 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 SetAttribute_AA7D638(inout
+ float3 velocity, float3 Velocity) /*attribute:velocity Composition:Add Source:Slot
+ Random:Off channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid SetCustomAttribute_3E64A8A4(inout
+ float3 CustomAttribute, float3 _CustomAttribute) /*attribute:CustomAttribute
+ Composition:Add Random:Off AttributeType:Vector3 */\n{\n CustomAttribute
+ += _CustomAttribute;\n}\nvoid SetAttribute_30AEC127(inout float3 targetPosition,
+ float3 TargetPosition) /*attribute:targetPosition Composition:Add Source:Slot
+ Random:Off channels:XYZ */\n{\n targetPosition += TargetPosition;\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 + 0x3) << 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\tfloat3 targetPosition
+ = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x927C00) << 2));\n\t\t\tfloat3
+ velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9EB100) << 2));\n\t\t\tfloat3
+ CustomAttribute = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9EB104) <<
+ 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 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\t{\n\t\t\t float3 tmp_r = position
+ + uniform_b;\n\t\t\t float4 tmp_t = GeneratePerlinNoise(tmp_r, uniform_c.x,
+ (int)2, uniform_c.y, uniform_c.z);\n\t\t\t float tmp_u = tmp_t[1];\n\t\t\t
+ \ float tmp_v = tmp_u * uniform_d;\n\t\t\t float tmp_w = tmp_t[2];\n\t\t\t
+ \ float tmp_x = tmp_w * uniform_d;\n\t\t\t float tmp_y = tmp_t[3];\n\t\t\t
+ \ float tmp_z = tmp_y * uniform_d;\n\t\t\t float3 tmp_ba = float3(tmp_v,
+ tmp_x, tmp_z);\n\t\t\t float3 tmp_bb = tmp_ba * uniform_e;\n\t\t\t SetAttribute_AA7D638(
+ /*inout */velocity, tmp_bb);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_r = uniform_b
+ + targetPosition;\n\t\t\t float4 tmp_t = GeneratePerlinNoise(tmp_r, uniform_c.x,
+ (int)2, uniform_c.y, uniform_c.z);\n\t\t\t float tmp_u = tmp_t[1];\n\t\t\t
+ \ float tmp_v = tmp_u * uniform_d;\n\t\t\t float tmp_w = tmp_t[2];\n\t\t\t
+ \ float tmp_x = tmp_w * uniform_d;\n\t\t\t float tmp_y = tmp_t[3];\n\t\t\t
+ \ float tmp_z = tmp_y * uniform_d;\n\t\t\t float3 tmp_ba = float3(tmp_v,
+ tmp_x, tmp_z);\n\t\t\t float3 tmp_bb = uniform_e * tmp_ba;\n\t\t\t SetCustomAttribute_3E64A8A4(
+ /*inout */CustomAttribute, tmp_bb);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_r
+ = CustomAttribute * uniform_e;\n\t\t\t SetAttribute_30AEC127( /*inout */targetPosition,
+ tmp_r);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_d);\n\t\t\tAge(
+ /*inout */age, deltaTime_d);\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(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x9EB100)
+ << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x9EB104)
+ << 2,asuint(CustomAttribute));\n\t\t\t\tattributeBuffer.Store((index * 0x8 +
+ 0x7) << 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
+ * 0x8 + 0x3) << 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\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x0) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x927C00) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x9EB100) << 2));\n\t\tfloat3 CustomAttribute = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x9EB104) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 +
+ 0x7) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
+ = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float3 tmp_r = position + uniform_b;\n\t\t
+ \ float4 tmp_t = GeneratePerlinNoise(tmp_r, uniform_c.x, (int)2, uniform_c.y,
+ uniform_c.z);\n\t\t float tmp_u = tmp_t[1];\n\t\t float tmp_v = tmp_u
+ * uniform_d;\n\t\t float tmp_w = tmp_t[2];\n\t\t float tmp_x = tmp_w *
+ uniform_d;\n\t\t float tmp_y = tmp_t[3];\n\t\t float tmp_z = tmp_y * uniform_d;\n\t\t
+ \ float3 tmp_ba = float3(tmp_v, tmp_x, tmp_z);\n\t\t float3 tmp_bb = tmp_ba
+ * uniform_e;\n\t\t SetAttribute_AA7D638( /*inout */velocity, tmp_bb);\n\t\t}\n\t\t{\n\t\t
+ \ float3 tmp_r = uniform_b + targetPosition;\n\t\t float4 tmp_t = GeneratePerlinNoise(tmp_r,
+ uniform_c.x, (int)2, uniform_c.y, uniform_c.z);\n\t\t float tmp_u = tmp_t[1];\n\t\t
+ \ float tmp_v = tmp_u * uniform_d;\n\t\t float tmp_w = tmp_t[2];\n\t\t
+ \ float tmp_x = tmp_w * uniform_d;\n\t\t float tmp_y = tmp_t[3];\n\t\t
+ \ float tmp_z = tmp_y * uniform_d;\n\t\t float3 tmp_ba = float3(tmp_v,
+ tmp_x, tmp_z);\n\t\t float3 tmp_bb = uniform_e * tmp_ba;\n\t\t SetCustomAttribute_3E64A8A4(
+ /*inout */CustomAttribute, tmp_bb);\n\t\t}\n\t\t{\n\t\t float3 tmp_r = CustomAttribute
+ * uniform_e;\n\t\t SetAttribute_30AEC127( /*inout */targetPosition, tmp_r);\n\t\t}\n\t\tEulerIntegration(
+ /*inout */position, velocity, deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\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(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8
+ + 0x9EB100) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8
+ + 0x9EB104) << 2,asuint(CustomAttribute));\n\t\tattributeBuffer.Store((index
+ * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7)
+ << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex
+ = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] =
+ index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 1]Line Output'
+ source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\r\n\tSubShader\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_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
+ 1\n\t\t#define VFX_USE_LIFETIME_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_AGE_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\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\tCBUFFER_START(parameters)\n\t\t
+ \ float Color_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct
+ ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective
+ float pixelOffset : TEXCOORD0; // for AA\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_EXPOSURE_WEIGHT\n\t\t\t\tnointerpolation float3 builtInInterpolants :
+ TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
+ posWS : TEXCOORD2;\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#if
+ IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\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.z\n\t\t#endif\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 and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ AttributeFromCurve_80EE3201(inout float3 color, float age, float lifetime, float
+ Color) /*attribute:color Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
+ Mode:PerComponent ColorMode:Color channels:XYZ */\n\t\t\t{\n\t\t\t float
+ t = age / lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
+ t);\n\t\t\t color *= value.rgb;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\t\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
+ (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
+ pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
+ - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS
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+ 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\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61A800) << 2));\n\t\t\t\t\t\tfloat
+ lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x927C00) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x61A803) << 2));\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61A800) << 2));\n\t\t\t\t\t\tfloat
+ lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x927C00) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x61A803) << 2));\n\t\t\t\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tAttributeFromCurve_80EE3201(
+ /*inout */color, age, lifetime, Color_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition
+ = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition
+ = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4
+ pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
+ = ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
+ ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
+ dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
+ / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
+ float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
+ thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
+ / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
+ 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
+ vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
+ VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
+ : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
+ in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
+ = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = vPosArray[id & 3];\n\t\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\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\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\t\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\t\t\n\t\t\t\t//
+ Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f -
+ abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\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"
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx.meta b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Keijiro Cords.vfx.meta
similarity index 75%
rename from UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx.meta
rename to UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Keijiro Cords.vfx.meta
index e914c01..5a5ba1b 100644
--- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx.meta
+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Keijiro Cords.vfx.meta
@@ -1,5 +1,5 @@
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+guid: 95e09652468c6e34783d0c60b145b96b
VisualEffectImporter:
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines 1.vfx
similarity index 94%
rename from UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx
rename to UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines 1.vfx
index 346461c..f21dc8d 100644
--- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines.vfx
+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines 1.vfx
@@ -17,9 +17,9 @@ MonoBehaviour:
position:
serializedVersion: 2
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position:
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contents:
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VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_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 uniform_b;\n float uniform_c;\n float uniform_d;\n float
- uniform_e;\n float uniform_f;\n float uniform_g;\n float uniform_h;\n
- \ uint PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\nTexture2D
- texture_c;\nSamplerState samplertexture_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ uniform_e;\n float uniform_f;\n float uniform_g;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D
+ texture_b;\nSamplerState samplertexture_b;\nTexture2D texture_c;\nSamplerState
+ samplertexture_c;\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
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color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
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- \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t uint
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- \ float tmp_x = tmp_w * uniform_c;\n\t\t\t float tmp_y = tmp_u + tmp_x;\n\t\t\t
- \ float tmp_z = tmp_s[2];\n\t\t\t float3 tmp_ba = float3(tmp_t, tmp_y,
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- \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float
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- \ float tmp_z = tmp_y[0];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float
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- \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t\t float3 tmp_be = float3(0.5, 0.5,
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- /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_s
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- = tmp_s[3];\n\t\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
- \ float tmp_v = tmp_u[3];\n\t\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t\t
- \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t
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- \ float tmp_w = tmp_u - tmp_v;\n\t\t\t float tmp_x = tmp_w * tmp_w;\n\t\t\t
- \ float tmp_z = pow(tmp_x, (float)0.5);\n\t\t\t float tmp_bb = tmp_z -
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- \ float tmp_bg = (float)3 - tmp_bf;\n\t\t\t float tmp_bh = tmp_bg * tmp_be;\n\t\t\t
- \ float tmp_bi = tmp_bh * tmp_be;\n\t\t\t float tmp_bj = (float)1 - tmp_bi;\n\t\t\t
- \ SetAttribute_C7757136( /*inout */alpha, tmp_bj);\n\t\t\t}\n\t\t\t{\n\t\t\t
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- \ uint tmp_u = (uint)tmp_t;\n\t\t\t uint tmp_v = tmp_u ^ asuint(uniform_e);\n\t\t\t
- \ float tmp_w = FixedRand(tmp_v);\n\t\t\t uint tmp_x = particleId ^ asuint(uniform_h);\n\t\t\t
- \ float tmp_y = FixedRand(tmp_x);\n\t\t\t float tmp_z = uniform_g * tmp_y;\n\t\t\t
- \ float tmp_ba = uniform_f + tmp_z;\n\t\t\t float tmp_bb = UV1[0];\n\t\t\t
- \ float tmp_bc = tmp_ba + tmp_bb;\n\t\t\t float tmp_bd = tmp_w * tmp_bc;\n\t\t\t
- \ float tmp_be = frac(tmp_bd);\n\t\t\t float tmp_bf = saturate(tmp_be);\n\t\t\t
- \ float4 tmp_bg = SampleGradient(uniform_d,tmp_bf);\n\t\t\t float tmp_bh
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+ \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t
+ \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
+ tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
+ \ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t
+ \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
+ tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
+ \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t
+ \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
+ tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
+ \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
+ \ float tmp_y = tmp_x[0];\n\t\t\t float tmp_z = tmp_x[1];\n\t\t\t float
+ tmp_ba = tmp_x[2];\n\t\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t\t
+ \ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t\t float3 tmp_bd = float3(0.5, 0.5,
+ 0.5) * tmp_bc;\n\t\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_be);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED(
+ /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_r
+ = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_s
+ = tmp_r[3];\n\t\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
+ \ float tmp_u = tmp_t[3];\n\t\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t\t
+ \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float tmp_t = position[0];\n\t\t\t float tmp_u = targetPosition[0];\n\t\t\t
+ \ float tmp_v = tmp_t - tmp_u;\n\t\t\t float tmp_w = tmp_v * tmp_v;\n\t\t\t
+ \ float tmp_y = pow(tmp_w, (float)0.5);\n\t\t\t float tmp_ba = tmp_y -
+ (float)0.150000006;\n\t\t\t float tmp_bc = tmp_ba / (float)0;\n\t\t\t float
+ tmp_bd = saturate(tmp_bc);\n\t\t\t float tmp_be = (float)2 * tmp_bd;\n\t\t\t
+ \ float tmp_bf = (float)3 - tmp_be;\n\t\t\t float tmp_bg = tmp_bf * tmp_bd;\n\t\t\t
+ \ float tmp_bh = tmp_bg * tmp_bd;\n\t\t\t float tmp_bi = (float)1 - tmp_bh;\n\t\t\t
+ \ SetAttribute_C7757136( /*inout */alpha, tmp_bi);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float tmp_q = UV1[1];\n\t\t\t float tmp_s = tmp_q * (float)1000;\n\t\t\t
+ \ uint tmp_t = (uint)tmp_s;\n\t\t\t uint tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t\t
+ \ float tmp_v = FixedRand(tmp_u);\n\t\t\t uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t\t
+ \ float tmp_x = FixedRand(tmp_w);\n\t\t\t float tmp_y = uniform_e * tmp_x;\n\t\t\t
+ \ float tmp_z = uniform_d + tmp_y;\n\t\t\t float tmp_ba = tmp_z * uniform_g;\n\t\t\t
+ \ float tmp_bb = UV1[0];\n\t\t\t float tmp_bc = tmp_ba + tmp_bb;\n\t\t\t
+ \ float tmp_bd = tmp_v * tmp_bc;\n\t\t\t float tmp_be = frac(tmp_bd);\n\t\t\t
+ \ float tmp_bf = saturate(tmp_be);\n\t\t\t float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t\t
+ \ float tmp_bh = tmp_bg[0];\n\t\t\t float tmp_bi = tmp_bg[1];\n\t\t\t float
+ tmp_bj = tmp_bg[2];\n\t\t\t float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t\t
\ SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t\t}\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 + 0x1D4C00)
<< 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400)
@@ -466,49 +512,45 @@ VisualEffectResource:
* 0x8 + 0x30D400) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x30D404) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
* 0x8 + 0x30D403) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
- = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t
- \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t uint tmp_v
- = particleId ^ asuint(uniform_b);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t
- \ float tmp_x = tmp_w * uniform_c;\n\t\t float tmp_y = tmp_u + tmp_x;\n\t\t
- \ float tmp_z = tmp_s[2];\n\t\t float3 tmp_ba = float3(tmp_t, tmp_y, tmp_z);\n\t\t
- \ SetAttribute_CAC29747( /*inout */position, tmp_ba);\n\t\t}\n\t\t{\n\t\t
- \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t
- \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t uint tmp_v
- = particleId ^ asuint(uniform_b);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t
- \ float tmp_x = tmp_w * uniform_c;\n\t\t float tmp_y = tmp_u + tmp_x;\n\t\t
- \ float tmp_z = tmp_s[2];\n\t\t float3 tmp_ba = float3(tmp_t, tmp_y, tmp_z);\n\t\t
- \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_ba);\n\t\t}\n\t\t{\n\t\t
- \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
- \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float
- tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t
- \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
- \ float tmp_z = tmp_y[0];\n\t\t float tmp_ba = tmp_y[1];\n\t\t float
- tmp_bb = tmp_y[2];\n\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t
- \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t float3 tmp_be = float3(0.5, 0.5,
- 0.5) * tmp_bd;\n\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t SetAttribute_FDD06EC7(
- /*inout */color, tmp_bf);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout
- */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
- \ float tmp_t = tmp_s[3];\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
- \ float tmp_v = tmp_u[3];\n\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t
- \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t}\n\t\t{\n\t\t float
- tmp_u = position[0];\n\t\t float tmp_v = targetPosition[0];\n\t\t float
- tmp_w = tmp_u - tmp_v;\n\t\t float tmp_x = tmp_w * tmp_w;\n\t\t float
- tmp_z = pow(tmp_x, (float)0.5);\n\t\t float tmp_bb = tmp_z - (float)0.150000006;\n\t\t
- \ float tmp_bd = tmp_bb / (float)0;\n\t\t float tmp_be = saturate(tmp_bd);\n\t\t
- \ float tmp_bf = (float)2 * tmp_be;\n\t\t float tmp_bg = (float)3 - tmp_bf;\n\t\t
- \ float tmp_bh = tmp_bg * tmp_be;\n\t\t float tmp_bi = tmp_bh * tmp_be;\n\t\t
- \ float tmp_bj = (float)1 - tmp_bi;\n\t\t SetAttribute_C7757136( /*inout
- */alpha, tmp_bj);\n\t\t}\n\t\t{\n\t\t float tmp_r = UV1[1];\n\t\t float
- tmp_t = tmp_r * (float)1000;\n\t\t uint tmp_u = (uint)tmp_t;\n\t\t uint
- tmp_v = tmp_u ^ asuint(uniform_e);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t
- \ uint tmp_x = particleId ^ asuint(uniform_h);\n\t\t float tmp_y = FixedRand(tmp_x);\n\t\t
- \ float tmp_z = uniform_g * tmp_y;\n\t\t float tmp_ba = uniform_f + tmp_z;\n\t\t
- \ float tmp_bb = UV1[0];\n\t\t float tmp_bc = tmp_ba + tmp_bb;\n\t\t float
- tmp_bd = tmp_w * tmp_bc;\n\t\t float tmp_be = frac(tmp_bd);\n\t\t float
- tmp_bf = saturate(tmp_be);\n\t\t float4 tmp_bg = SampleGradient(uniform_d,tmp_bf);\n\t\t
- \ float tmp_bh = tmp_bg[0];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float
- tmp_bj = tmp_bg[2];\n\t\t float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t
- \ SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t
+ \ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float
+ tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t
+ \ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t}\n\t\t{\n\t\t float4
+ tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_s
+ = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float tmp_u = tmp_r[2];\n\t\t
+ \ float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t SetAttribute_2CF4000A(
+ /*inout */targetPosition, tmp_v);\n\t\t}\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
+ \ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float
+ tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t
+ \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
+ \ float tmp_y = tmp_x[0];\n\t\t float tmp_z = tmp_x[1];\n\t\t float
+ tmp_ba = tmp_x[2];\n\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t
+ \ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t float3 tmp_bd = float3(0.5, 0.5,
+ 0.5) * tmp_bc;\n\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_be);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout
+ */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
+ \ float tmp_s = tmp_r[3];\n\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
+ \ float tmp_u = tmp_t[3];\n\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t
+ \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t}\n\t\t{\n\t\t float
+ tmp_t = position[0];\n\t\t float tmp_u = targetPosition[0];\n\t\t float
+ tmp_v = tmp_t - tmp_u;\n\t\t float tmp_w = tmp_v * tmp_v;\n\t\t float
+ tmp_y = pow(tmp_w, (float)0.5);\n\t\t float tmp_ba = tmp_y - (float)0.150000006;\n\t\t
+ \ float tmp_bc = tmp_ba / (float)0;\n\t\t float tmp_bd = saturate(tmp_bc);\n\t\t
+ \ float tmp_be = (float)2 * tmp_bd;\n\t\t float tmp_bf = (float)3 - tmp_be;\n\t\t
+ \ float tmp_bg = tmp_bf * tmp_bd;\n\t\t float tmp_bh = tmp_bg * tmp_bd;\n\t\t
+ \ float tmp_bi = (float)1 - tmp_bh;\n\t\t SetAttribute_C7757136( /*inout
+ */alpha, tmp_bi);\n\t\t}\n\t\t{\n\t\t float tmp_q = UV1[1];\n\t\t float
+ tmp_s = tmp_q * (float)1000;\n\t\t uint tmp_t = (uint)tmp_s;\n\t\t uint
+ tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t float tmp_v = FixedRand(tmp_u);\n\t\t
+ \ uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t float tmp_x = FixedRand(tmp_w);\n\t\t
+ \ float tmp_y = uniform_e * tmp_x;\n\t\t float tmp_z = uniform_d + tmp_y;\n\t\t
+ \ float tmp_ba = tmp_z * uniform_g;\n\t\t float tmp_bb = UV1[0];\n\t\t
+ \ float tmp_bc = tmp_ba + tmp_bb;\n\t\t float tmp_bd = tmp_v * tmp_bc;\n\t\t
+ \ float tmp_be = frac(tmp_bd);\n\t\t float tmp_bf = saturate(tmp_be);\n\t\t
+ \ float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t float tmp_bh
+ = tmp_bg[0];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float tmp_bj = tmp_bg[2];\n\t\t
+ \ float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t SetAttribute_545F0ED(
+ /*inout */color, tmp_bk);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D404) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8
@@ -655,114 +697,114 @@ VisualEffectResource:
data[1]: -1
data[2]: -1
data[3]: 6
- - op: 62
+ - op: 1
valueIndex: 2
- data[0]: 1
- data[1]: 0
+ data[0]: -1
+ data[1]: -1
data[2]: -1
- data[3]: 6
+ data[3]: 1
- op: 1
valueIndex: 3
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
- - op: 6
+ - op: 62
valueIndex: 4
- data[0]: -1
- data[1]: -1
+ data[0]: 1
+ data[1]: 0
data[2]: -1
- data[3]: -1
- - op: 1
+ data[3]: 6
+ - op: 31
valueIndex: 5
- data[0]: -1
- data[1]: -1
+ data[0]: 3
+ data[1]: 2
data[2]: -1
data[3]: 1
- - op: 7
+ - op: 1
valueIndex: 6
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: -1
+ data[3]: 1
- op: 1
valueIndex: 7
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
- - op: 1
+ - op: 30
valueIndex: 8
- data[0]: -1
- data[1]: -1
+ data[0]: 5
+ data[1]: 6
data[2]: -1
data[3]: 1
- - op: 1
+ - op: 6
valueIndex: 9
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 6
- - op: 1
+ data[3]: -1
+ - op: 27
valueIndex: 10
- data[0]: -1
- data[1]: -1
+ data[0]: 8
+ data[1]: 6
data[2]: -1
- data[3]: 6
+ data[3]: 1
- op: 1
valueIndex: 11
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 7
- - op: 62
- valueIndex: 12
- data[0]: 10
- data[1]: 0
- data[2]: -1
- data[3]: 6
+ data[3]: 1
- op: 1
- valueIndex: 13
+ valueIndex: 12
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
- - op: 1
- valueIndex: 14
+ - op: 7
+ valueIndex: 13
data[0]: -1
data[1]: -1
data[2]: -1
+ data[3]: -1
+ - op: 28
+ valueIndex: 14
+ data[0]: 12
+ data[1]: 10
+ data[2]: -1
data[3]: 1
- op: 1
valueIndex: 15
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 7
+ data[3]: 1
- op: 1
valueIndex: 16
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 14
+ data[3]: 6
- op: 1
valueIndex: 17
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
- - op: 57
+ data[3]: 7
+ - op: 1
valueIndex: 18
- data[0]: 16
+ data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 0
+ data[3]: 1
- op: 1
valueIndex: 19
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 1
+ data[3]: 14
- op: 1
valueIndex: 20
data[0]: -1
@@ -774,51 +816,75 @@ VisualEffectResource:
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 3
+ data[3]: 1
- op: 1
- valueIndex: 24
- data[0]: -1
- data[1]: -1
- data[2]: -1
- data[3]: 2
- - op: 1
- valueIndex: 26
+ valueIndex: 22
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
- op: 1
- valueIndex: 27
+ valueIndex: 23
+ data[0]: -1
+ data[1]: -1
+ data[2]: -1
+ data[3]: 7
+ - op: 57
+ valueIndex: 24
+ data[0]: 19
+ data[1]: -1
+ data[2]: -1
+ data[3]: 0
+ - op: 1
+ valueIndex: 25
+ data[0]: -1
+ data[1]: -1
+ data[2]: -1
+ data[3]: 3
+ - op: 1
+ valueIndex: 28
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 2
- op: 1
- valueIndex: 29
+ valueIndex: 30
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 3
+ data[3]: 2
- op: 1
valueIndex: 32
data[0]: -1
data[1]: -1
data[2]: -1
+ data[3]: 7
+ - op: 1
+ valueIndex: 33
+ data[0]: -1
+ data[1]: -1
+ data[2]: -1
data[3]: 3
- op: 1
- valueIndex: 35
+ valueIndex: 36
+ data[0]: -1
+ data[1]: -1
+ data[2]: -1
+ data[3]: 3
+ - op: 1
+ valueIndex: 39
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 2
- op: 1
- valueIndex: 37
+ valueIndex: 41
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 3
- op: 9
- valueIndex: 40
+ valueIndex: 44
data[0]: -1
data[1]: -1
data[2]: -1
@@ -829,43 +895,45 @@ VisualEffectResource:
m_PropertySheet:
m_Float:
m_Array:
+ - m_ExpressionIndex: 2
+ m_Value: 0
- m_ExpressionIndex: 3
- m_Value: 1000
- - m_ExpressionIndex: 5
- m_Value: 0.5
+ m_Value: 0
+ - m_ExpressionIndex: 6
+ m_Value: 100
- m_ExpressionIndex: 7
- m_Value: 0.15
- - m_ExpressionIndex: 8
- m_Value: 0
- - m_ExpressionIndex: 13
- m_Value: 2
- - m_ExpressionIndex: 14
- m_Value: 3
- - m_ExpressionIndex: 17
- m_Value: 200
- - m_ExpressionIndex: 19
- m_Value: 0
- - m_ExpressionIndex: 20
- m_Value: 800
- - m_ExpressionIndex: 23
+ m_Value: 1000
+ - m_ExpressionIndex: 11
+ m_Value: 0.5
+ - m_ExpressionIndex: 12
m_Value: 1
+ - m_ExpressionIndex: 15
+ m_Value: 0.15
+ - m_ExpressionIndex: 18
+ m_Value: 2
+ - m_ExpressionIndex: 20
+ m_Value: 3
+ - m_ExpressionIndex: 21
+ m_Value: 200
+ - m_ExpressionIndex: 22
+ m_Value: 800
m_Vector2f:
m_Array:
- - m_ExpressionIndex: 22
+ - m_ExpressionIndex: 26
m_Value: {x: 0.00090000004, y: 0}
- - m_ExpressionIndex: 24
- m_Value: {x: 160000, y: 160000}
- m_ExpressionIndex: 27
+ m_Value: {x: 160000, y: 160000}
+ - m_ExpressionIndex: 31
m_Value: {x: 0, y: 0}
m_Vector3f:
m_Array:
- - m_ExpressionIndex: 21
- m_Value: {x: 0.5, y: 0.5, z: 0.5}
- m_ExpressionIndex: 25
+ m_Value: {x: 0.5, y: 0.5, z: 0.5}
+ - m_ExpressionIndex: 29
m_Value: {x: 10, y: 10, z: 10}
- - m_ExpressionIndex: 26
+ - m_ExpressionIndex: 30
m_Value: {x: 0, y: 0, z: 0}
- - m_ExpressionIndex: 28
+ - m_ExpressionIndex: 32
m_Value: {x: 5, y: 5, z: 5}
m_Vector4f:
m_Array: []
@@ -873,10 +941,8 @@ VisualEffectResource:
m_Array:
- m_ExpressionIndex: 1
m_Value: 3291711721
- - m_ExpressionIndex: 9
+ - m_ExpressionIndex: 16
m_Value: 800
- - m_ExpressionIndex: 10
- m_Value: 0
m_Int:
m_Array: []
m_Matrix4x4f:
@@ -885,10 +951,10 @@ VisualEffectResource:
m_Array: []
m_Gradient:
m_Array:
- - m_ExpressionIndex: 16
+ - m_ExpressionIndex: 19
m_Value:
serializedVersion: 2
- key0: {r: 0, g: 0.72156864, b: 8, a: 1}
+ key0: {r: 7.999999, g: 0, b: 0.4555511, a: 1}
key1: {r: 1, g: 1, b: 1, a: 1}
key2: {r: 0, g: 0, b: 0, a: 1}
key3: {r: 0, g: 0, b: 0, a: 0}
@@ -896,7 +962,7 @@ VisualEffectResource:
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key6: {r: 0, g: 0, b: 0, a: 0}
key7: {r: 0, g: 0, b: 0, a: 0}
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ctime1: 7132
ctime2: 65535
ctime3: 0
@@ -917,19 +983,23 @@ VisualEffectResource:
m_NumAlphaKeys: 3
m_NamedObject:
m_Array:
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+ - m_ExpressionIndex: 17
m_Value: {fileID: 8400000, guid: 046aa26a9af8e164eb0b20672983a11f, type: 2}
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+ - m_ExpressionIndex: 23
m_Value: {fileID: 8400000, guid: f235609b825377142ab45895e91b6839, type: 2}
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m_Bool:
m_Array: []
m_ExposedExpressions:
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+ index: 17
- nameId: Azure Depth
- index: 15
+ index: 23
- nameId: Spectrum Value 1
- index: 19
+ index: 3
+ - nameId: Waveform
+ index: 28
m_Buffers:
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size: 5760000
@@ -1108,9 +1178,9 @@ VisualEffectResource:
temporaryBuffers: []
values:
- nameId: Count
- index: 24
- - nameId: Delay
index: 27
+ - nameId: Delay
+ index: 31
params: []
processor: {fileID: 0}
shaderSourceIndex: -1
@@ -1133,9 +1203,9 @@ VisualEffectResource:
index: 5
values:
- nameId: bounds_center
- index: 26
+ index: 30
- nameId: bounds_size
- index: 25
+ index: 29
tasks:
- type: 536870912
buffers:
@@ -1147,9 +1217,9 @@ VisualEffectResource:
values: []
params:
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- index: 26
+ index: 30
- nameId: bounds_size
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+ index: 29
processor: {fileID: 0}
shaderSourceIndex: 0
- type: 805306368
@@ -1161,23 +1231,21 @@ VisualEffectResource:
temporaryBuffers: []
values:
- nameId: uniform_b
- index: 12
+ index: 24
- nameId: uniform_c
- index: 19
- - nameId: uniform_d
- index: 18
- - nameId: uniform_e
index: 0
+ - nameId: uniform_d
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+ - nameId: uniform_e
+ index: 9
- nameId: uniform_f
- index: 6
- - nameId: uniform_g
index: 4
- - nameId: uniform_h
- index: 2
+ - nameId: uniform_g
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+ index: 23
- nameId: texture_c
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+ index: 17
params: []
processor: {fileID: 0}
shaderSourceIndex: 1
@@ -1192,7 +1260,7 @@ VisualEffectResource:
temporaryBuffers: []
values:
- nameId: localToWorld
- index: 29
+ index: 33
params: []
processor: {fileID: 0}
shaderSourceIndex: 3
@@ -1250,14 +1318,14 @@ MonoBehaviour:
linkedSlots:
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inputSlot: {fileID: 8926484042661615148}
- position: {x: -1066, y: -555}
+ position: {x: -513, y: 223}
expandedSlots: []
expanded: 0
- m_Id: 2
linkedSlots:
- outputSlot: {fileID: 8926484042661614554}
inputSlot: {fileID: 8926484042661615308}
- position: {x: -1073, y: -261}
+ position: {x: -513, y: 448}
expandedSlots: []
expanded: 0
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@@ -1335,14 +1403,14 @@ MonoBehaviour:
linkedSlots:
- outputSlot: {fileID: 8926484042661614556}
inputSlot: {fileID: 8926484042661615133}
- position: {x: -519, y: -13}
+ position: {x: -491, y: 684}
expandedSlots: []
expanded: 0
- m_Id: 3
linkedSlots:
- outputSlot: {fileID: 8926484042661614556}
inputSlot: {fileID: 8926484042661615359}
- position: {x: -518, y: 225}
+ position: {x: -490, y: 922}
expandedSlots: []
expanded: 0
--- !u!114 &8926484042661614556
@@ -1805,7 +1873,7 @@ MonoBehaviour:
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- {fileID: 8926484042661615381}
- {fileID: 8926484042661615535}
- m_UIPosition: {x: 433, y: -258}
+ m_UIPosition: {x: 461, y: 439}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -575, y: -1172}
- m_UICollapsed: 1
+ m_UIPosition: {x: -567, y: -1192}
+ m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
- {fileID: 8926484042661615244}
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -252, y: -1140}
+ m_UIPosition: {x: -310, y: -1141}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -345, y: -7}
+ m_UIPosition: {x: -317, y: 690}
m_UICollapsed: 1
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -534, y: 66}
+ m_UIPosition: {x: -506, y: 763}
m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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+ m_UIPosition: {x: -296, y: 201}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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- {fileID: 8926484042661615156}
- {fileID: 8926484042661615157}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615153}
m_MasterData:
@@ -3317,7 +3385,8 @@ MonoBehaviour:
Culture=neutral, PublicKeyToken=null
attributes: []
m_Direction: 1
- m_LinkedSlots: []
+ m_LinkedSlots:
+ - {fileID: 8926484042661615167}
--- !u!114 &8926484042661615154
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3350,8 +3419,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661615169}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615155
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3384,8 +3452,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661616180}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615156
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3418,8 +3485,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661615171}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615157
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3467,7 +3533,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -1040, y: -487}
+ m_UIPosition: {x: -487, y: 291}
m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots: []
@@ -3517,7 +3583,7 @@ MonoBehaviour:
m_Children:
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m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615167}
m_MasterData:
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Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
attributes: []
m_Direction: 0
- m_LinkedSlots: []
+ m_LinkedSlots:
+ - {fileID: 8926484042661615153}
--- !u!114 &8926484042661615168
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3554,7 +3621,7 @@ MonoBehaviour:
- {fileID: 8926484042661615170}
- {fileID: 8926484042661615171}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615167}
m_MasterData:
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PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661615154}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615170
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3644,8 +3710,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661616182}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615171
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3678,8 +3743,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661615156}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615172
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3694,7 +3758,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 150}
+ m_UIPosition: {x: 0, y: 258}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 336}
+ m_UIPosition: {x: 0, y: 444}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 75}
+ m_UIPosition: {x: 0, y: 129}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_Children:
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m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615302}
m_MasterData:
@@ -4665,7 +4729,8 @@ MonoBehaviour:
Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
attributes: []
m_Direction: 0
- m_LinkedSlots: []
+ m_LinkedSlots:
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--- !u!114 &8926484042661615303
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -4684,7 +4749,7 @@ MonoBehaviour:
- {fileID: 8926484042661615305}
- {fileID: 8926484042661615306}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
+ m_UICollapsed: 1
m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615302}
m_MasterData:
@@ -4740,8 +4805,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661615314}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615305
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -4774,8 +4838,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661616178}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615306
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -4808,8 +4871,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 0
- m_LinkedSlots:
- - {fileID: 8926484042661615316}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615307
MonoBehaviour:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -804, y: -273}
+ m_UIPosition: {x: -282, y: 425}
m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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- {fileID: 8926484042661615317}
m_UIPosition: {x: 0, y: 0}
- m_UICollapsed: 0
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m_UISuperCollapsed: 0
m_MasterSlot: {fileID: 8926484042661615313}
m_MasterData:
@@ -5066,7 +5128,8 @@ MonoBehaviour:
Culture=neutral, PublicKeyToken=null
attributes: []
m_Direction: 1
- m_LinkedSlots: []
+ m_LinkedSlots:
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--- !u!114 &8926484042661615314
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -5099,8 +5162,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661615304}
+ m_LinkedSlots: []
--- !u!114 &8926484042661615315
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -5133,8 +5195,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
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+ m_LinkedSlots: []
--- !u!114 &8926484042661615316
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -5167,8 +5228,7 @@ MonoBehaviour:
PublicKeyToken=b77a5c561934e089
attributes: []
m_Direction: 1
- m_LinkedSlots:
- - {fileID: 8926484042661615306}
+ m_LinkedSlots: []
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MonoBehaviour:
m_ObjectHideFlags: 0
@@ -5216,7 +5276,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -1069, y: -180}
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m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: 447, y: 715}
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: 113, y: 18}
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m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -344, y: 231}
+ m_UIPosition: {x: -316, y: 928}
m_UICollapsed: 1
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -533, y: 304}
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m_UICollapsed: 0
m_UISuperCollapsed: 1
m_InputSlots: []
@@ -6514,7 +6574,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 243}
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 411}
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UISuperCollapsed: 0
m_InputSlots:
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m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UISuperCollapsed: 0
m_InputSlots:
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m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 1
m_UISuperCollapsed: 0
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UISuperCollapsed: 0
m_InputSlots: []
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m_EditorClassIdentifier:
m_Parent: {fileID: 8926484042661614831}
m_Children: []
- m_UIPosition: {x: 0, y: 0}
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m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: 59.31409, y: 1003.2705}
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UISuperCollapsed: 1
m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
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m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
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m_InputSlots: []
m_OutputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
m_UISuperCollapsed: 0
m_InputSlots:
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m_Type:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_SerializableObject: 0
+ m_SerializableObject: 2.55
m_Space: 2147483647
m_Property:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
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m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
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m_UICollapsed: 0
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m_InputSlots:
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m_EditorClassIdentifier:
m_Parent: {fileID: 114350483966674976}
m_Children: []
- m_UIPosition: {x: -218, y: 805}
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+ m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
+ Culture=neutral, PublicKeyToken=null
+ m_SerializableObject:
+ min: -Infinity
+ max: Infinity
+ descendantCount: 0
+ m_GraphVersion: 2
+ m_saved: 1
+ m_SubgraphDependencies: []
+ m_CategoryPath:
+--- !u!2058629511 &8926484042661614527
+VisualEffectResource:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: Max Waveform VFX
+ m_Graph: {fileID: 114350483966674976}
+ m_ShaderSources:
+ - compute: 1
+ name: '[System 1]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV1_CURRENT
+ 1\n#define VFX_USE_UV2_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
+ VFX_USE_POSITION_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_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 SetCustomAttribute_B23F5E21(inout float2
+ UV1, float2 _UV1) /*attribute:UV1 Composition:Overwrite Random:Off AttributeType:Vector2
+ */\n{\n UV1 = _UV1;\n}\nvoid SetCustomAttribute_B5FA1F34(inout float2 UV2,
+ float2 _UV2) /*attribute:UV2 Composition:Overwrite Random:Off AttributeType:Vector2
+ */\n{\n UV2 = _UV2;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
+ sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
+ (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
+ (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+ += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
+ \ if (id < currentSumSpawnCount)\n {\n break;\n
+ \ }\n }\n */\n \n\r\n#endif\r\n float2
+ UV1 = float2(0, 0);\n float2 UV2 = float2(0, 0);\n uint particleId
+ = (uint)0;\n float3 position = float3(0, 0, 0);\n float3 targetPosition
+ = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha
+ = (float)1;\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 uint tmp_j =
+ particleId / (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint
+ tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float
+ tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float
+ tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n
+ \ float2 tmp_u = tmp_s - float2(0.000900000043, 0);\n SetCustomAttribute_B23F5E21(
+ /*inout */UV1, tmp_u);\n }\n {\n uint tmp_j = particleId
+ / (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint
+ tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float
+ tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float
+ tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n
+ \ float2 tmp_u = tmp_s + float2(0.000900000043, 0);\n SetCustomAttribute_B5FA1F34(
+ /*inout */UV2, 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.Store2((index
+ * 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index *
+ 0x6 + 0x2) << 2,asuint(UV2));\n attributeBuffer.Store((index * 0x6
+ + 0x4) << 2,asuint(particleId));\n attributeBuffer.Store3((index
+ * 0x4 + 0x1D4C00) << 2,asuint(position));\n attributeBuffer.Store3((index
+ * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
+ * 0x8 + 0x30D404) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x8 + 0x30D403) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n
+ \ uint index = particleIndex;\r\n attributeBuffer.Store2((index
+ * 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index * 0x6
+ + 0x2) << 2,asuint(UV2));\n attributeBuffer.Store((index * 0x6 + 0x4)
+ << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1D4C00)
+ << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x30D400)
+ << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x8 +
+ 0x30D404) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 +
+ 0x30D403) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV1_CURRENT
+ 1\n#define VFX_USE_UV2_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
+ VFX_USE_POSITION_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_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
+ \ float4 uniform_b;\n float2 uniform_c;\n float uniform_d;\n float
+ uniform_e;\n float uniform_f;\n float uniform_g;\n float uniform_h;\n
+ \ float uniform_i;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\nTexture2D
+ texture_c;\nSamplerState samplertexture_c;\nTexture2D texture_d;\nSamplerState
+ samplertexture_d;\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 SetAttribute_CAC29747(inout
+ float3 position, float3 Position) /*attribute:position Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\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_FDD06EC7(inout float3 color, float3
+ Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
+ */\n{\n color = Color;\n}\nvoid SetAttribute_545F0ED(inout float3 color,
+ float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off
+ channels:XYZ */\n{\n color *= Color;\n}\nvoid SetAttribute_CEEAF35C(inout
+ float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
+ Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_C7757136(inout
+ float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
+ Random:Off channels:XYZ */\n{\n alpha *= Alpha;\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\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat2
+ UV1 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x0) << 2));\n\t\t\tfloat2
+ UV2 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x2) << 2));\n\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x6 + 0x4) << 2));\n\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1D4C00) << 2));\n\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if
+ VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
+ \ float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t\t float tmp_w = tmp_u[1];\n\t\t\t float2
+ tmp_x = UV2 * uniform_c;\n\t\t\t float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),tmp_x,(float)0);\n\t\t\t
+ \ float4 tmp_z = uniform_b * tmp_y;\n\t\t\t float tmp_ba = tmp_z[0];\n\t\t\t
+ \ float tmp_bb = tmp_w + tmp_ba;\n\t\t\t float tmp_bc = tmp_u[2];\n\t\t\t
+ \ float3 tmp_bd = float3(tmp_v, tmp_bb, tmp_bc);\n\t\t\t SetAttribute_CAC29747(
+ /*inout */position, tmp_bd);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t\t float tmp_w = tmp_u[1];\n\t\t\t float
+ tmp_x = tmp_u[2];\n\t\t\t float3 tmp_y = float3(tmp_v, tmp_w, tmp_x);\n\t\t\t
+ \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_y);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_d),UV1,(float)0);\n\t\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t\t float tmp_w = tmp_u[1];\n\t\t\t float
+ tmp_x = tmp_u[2];\n\t\t\t float3 tmp_y = float3(tmp_v, tmp_w, tmp_x);\n\t\t\t
+ \ float4 tmp_ba = SampleTexture(VFX_SAMPLER(texture_d),UV2,(float)0);\n\t\t\t
+ \ float tmp_bb = tmp_ba[0];\n\t\t\t float tmp_bc = tmp_ba[1];\n\t\t\t float
+ tmp_bd = tmp_ba[2];\n\t\t\t float3 tmp_be = float3(tmp_bb, tmp_bc, tmp_bd);\n\t\t\t
+ \ float3 tmp_bf = tmp_be - tmp_y;\n\t\t\t float3 tmp_bg = float3(0.5, 0.5,
+ 0.5) * tmp_bf;\n\t\t\t float3 tmp_bh = tmp_y + tmp_bg;\n\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bh);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED(
+ /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_u
+ = SampleTexture(VFX_SAMPLER(texture_d),UV1,(float)0);\n\t\t\t float tmp_v
+ = tmp_u[3];\n\t\t\t float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_d),UV2,(float)0);\n\t\t\t
+ \ float tmp_x = tmp_w[3];\n\t\t\t float tmp_y = min(tmp_v, tmp_x);\n\t\t\t
+ \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_y);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float tmp_w = position[0];\n\t\t\t float tmp_x = targetPosition[0];\n\t\t\t
+ \ float tmp_y = tmp_w - tmp_x;\n\t\t\t float tmp_z = tmp_y * tmp_y;\n\t\t\t
+ \ float tmp_bb = pow(tmp_z, (float)0.5);\n\t\t\t float tmp_bd = tmp_bb
+ - (float)0.150000006;\n\t\t\t float tmp_bf = tmp_bd / (float)0;\n\t\t\t float
+ tmp_bg = saturate(tmp_bf);\n\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t
+ \ float tmp_bi = (float)3 - tmp_bh;\n\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t
+ \ float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t float tmp_bl = (float)1 - tmp_bk;\n\t\t\t
+ \ SetAttribute_C7757136( /*inout */alpha, tmp_bl);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ float tmp_t = UV1[1];\n\t\t\t float tmp_v = tmp_t * (float)1000;\n\t\t\t
+ \ uint tmp_w = (uint)tmp_v;\n\t\t\t uint tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t\t
+ \ float tmp_y = FixedRand(tmp_x);\n\t\t\t uint tmp_z = particleId ^ asuint(uniform_h);\n\t\t\t
+ \ float tmp_ba = FixedRand(tmp_z);\n\t\t\t float tmp_bb = uniform_g * tmp_ba;\n\t\t\t
+ \ float tmp_bc = uniform_f + tmp_bb;\n\t\t\t float tmp_bd = tmp_bc * uniform_i;\n\t\t\t
+ \ float tmp_be = UV1[0];\n\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t
+ \ float tmp_bg = tmp_y * tmp_bf;\n\t\t\t float tmp_bh = frac(tmp_bg);\n\t\t\t
+ \ float tmp_bi = saturate(tmp_bh);\n\t\t\t float4 tmp_bj = SampleGradient(uniform_d,tmp_bi);\n\t\t\t
+ \ float tmp_bk = tmp_bj[0];\n\t\t\t float tmp_bl = tmp_bj[1];\n\t\t\t float
+ tmp_bm = tmp_bj[2];\n\t\t\t float3 tmp_bn = float3(tmp_bk, tmp_bl, tmp_bm);\n\t\t\t
+ \ SetAttribute_545F0ED( /*inout */color, tmp_bn);\n\t\t\t}\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 + 0x1D4C00)
+ << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400)
+ << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 +
+ 0x30D404) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x8 +
+ 0x30D403) << 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\t\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\tfloat2 UV1 = asfloat(attributeBuffer.Load2((index
+ * 0x6 + 0x0) << 2));\n\t\tfloat2 UV2 = asfloat(attributeBuffer.Load2((index
+ * 0x6 + 0x2) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x6
+ + 0x4) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index *
+ 0x4 + 0x1D4C00) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x30D400) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x30D404) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x8 + 0x30D403) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
+ = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t float tmp_w = tmp_u[1];\n\t\t float2
+ tmp_x = UV2 * uniform_c;\n\t\t float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),tmp_x,(float)0);\n\t\t
+ \ float4 tmp_z = uniform_b * tmp_y;\n\t\t float tmp_ba = tmp_z[0];\n\t\t
+ \ float tmp_bb = tmp_w + tmp_ba;\n\t\t float tmp_bc = tmp_u[2];\n\t\t float3
+ tmp_bd = float3(tmp_v, tmp_bb, tmp_bc);\n\t\t SetAttribute_CAC29747( /*inout
+ */position, tmp_bd);\n\t\t}\n\t\t{\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t float tmp_w = tmp_u[1];\n\t\t float
+ tmp_x = tmp_u[2];\n\t\t float3 tmp_y = float3(tmp_v, tmp_w, tmp_x);\n\t\t
+ \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_y);\n\t\t}\n\t\t{\n\t\t
+ \ float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_d),UV1,(float)0);\n\t\t
+ \ float tmp_v = tmp_u[0];\n\t\t float tmp_w = tmp_u[1];\n\t\t float
+ tmp_x = tmp_u[2];\n\t\t float3 tmp_y = float3(tmp_v, tmp_w, tmp_x);\n\t\t
+ \ float4 tmp_ba = SampleTexture(VFX_SAMPLER(texture_d),UV2,(float)0);\n\t\t
+ \ float tmp_bb = tmp_ba[0];\n\t\t float tmp_bc = tmp_ba[1];\n\t\t float
+ tmp_bd = tmp_ba[2];\n\t\t float3 tmp_be = float3(tmp_bb, tmp_bc, tmp_bd);\n\t\t
+ \ float3 tmp_bf = tmp_be - tmp_y;\n\t\t float3 tmp_bg = float3(0.5, 0.5,
+ 0.5) * tmp_bf;\n\t\t float3 tmp_bh = tmp_y + tmp_bg;\n\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bh);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout
+ */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_d),UV1,(float)0);\n\t\t
+ \ float tmp_v = tmp_u[3];\n\t\t float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_d),UV2,(float)0);\n\t\t
+ \ float tmp_x = tmp_w[3];\n\t\t float tmp_y = min(tmp_v, tmp_x);\n\t\t
+ \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_y);\n\t\t}\n\t\t{\n\t\t float
+ tmp_w = position[0];\n\t\t float tmp_x = targetPosition[0];\n\t\t float
+ tmp_y = tmp_w - tmp_x;\n\t\t float tmp_z = tmp_y * tmp_y;\n\t\t float
+ tmp_bb = pow(tmp_z, (float)0.5);\n\t\t float tmp_bd = tmp_bb - (float)0.150000006;\n\t\t
+ \ float tmp_bf = tmp_bd / (float)0;\n\t\t float tmp_bg = saturate(tmp_bf);\n\t\t
+ \ float tmp_bh = (float)2 * tmp_bg;\n\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t
+ \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t
+ \ float tmp_bl = (float)1 - tmp_bk;\n\t\t SetAttribute_C7757136( /*inout
+ */alpha, tmp_bl);\n\t\t}\n\t\t{\n\t\t float tmp_t = UV1[1];\n\t\t float
+ tmp_v = tmp_t * (float)1000;\n\t\t uint tmp_w = (uint)tmp_v;\n\t\t uint
+ tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t float tmp_y = FixedRand(tmp_x);\n\t\t
+ \ uint tmp_z = particleId ^ asuint(uniform_h);\n\t\t float tmp_ba = FixedRand(tmp_z);\n\t\t
+ \ float tmp_bb = uniform_g * tmp_ba;\n\t\t float tmp_bc = uniform_f + tmp_bb;\n\t\t
+ \ float tmp_bd = tmp_bc * uniform_i;\n\t\t float tmp_be = UV1[0];\n\t\t
+ \ float tmp_bf = tmp_bd + tmp_be;\n\t\t float tmp_bg = tmp_y * tmp_bf;\n\t\t
+ \ float tmp_bh = frac(tmp_bg);\n\t\t float tmp_bi = saturate(tmp_bh);\n\t\t
+ \ float4 tmp_bj = SampleGradient(uniform_d,tmp_bi);\n\t\t float tmp_bk
+ = tmp_bj[0];\n\t\t float tmp_bl = tmp_bj[1];\n\t\t float tmp_bm = tmp_bj[2];\n\t\t
+ \ float3 tmp_bn = float3(tmp_bk, tmp_bl, tmp_bm);\n\t\t SetAttribute_545F0ED(
+ /*inout */color, tmp_bn);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x30D404) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8
+ + 0x30D403) << 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 1]Line Output'
+ source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\r\n\tSubShader\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_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_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\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\t\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\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct
+ ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective
+ float pixelOffset : TEXCOORD0; // for AA\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_EXPOSURE_WEIGHT\n\t\t\t\tnointerpolation float3 builtInInterpolants :
+ TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
+ posWS : TEXCOORD2;\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#if
+ IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\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.z\n\t\t#endif\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 and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma
+ vertex vert\n\t\t\t\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
+ (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
+ pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
+ - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
+ index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
+ deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
+ deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
+ - deadCount)\n\t\t\t\t\t\t#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 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3
+ targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\t\t\tbool
+ alive = (bool)true;\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 = (bool)true;\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 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x8 + 0x30D403) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition
+ = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition
+ = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4
+ pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
+ = ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
+ ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
+ dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
+ / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
+ float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
+ thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
+ / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
+ 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
+ vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
+ VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
+ : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
+ in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
+ = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = vPosArray[id & 3];\n\t\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\n\t\t\t\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\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\t\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\t\t\n\t\t\t\t//
+ Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f -
+ abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color,
+ i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
+ = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]CameraSort'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define 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 + 0x1D4C00) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3
+ wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos
+ = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
+ kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
+ = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Max Waveform VFX.vfx.meta b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Max Waveform VFX.vfx.meta
new file mode 100644
index 0000000..f586e76
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Max Waveform VFX.vfx.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 8ae74dc6cf00be940acd3f1fe2320a58
+VisualEffectImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs
new file mode 100644
index 0000000..94b7e4e
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs
@@ -0,0 +1,18 @@
+using UnityEngine;
+using UnityEngine.Experimental.VFX;
+
+
+namespace cylvester
+{
+ public class WaveFormVFXBind : MonoBehaviour
+ {
+ [SerializeField] private Waveform waveform;
+ [SerializeField] private VisualEffect visualEffect;
+
+ public void Update()
+ {
+ visualEffect.SetTexture("Waveform", waveform.Texture);
+ }
+ }
+
+}
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs.meta b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs.meta
new file mode 100644
index 0000000..3bf6fbe
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/WaveFormVFXBind.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/UnityProject/ProjectSettings/EditorBuildSettings.asset b/UnityProject/ProjectSettings/EditorBuildSettings.asset
index 6551df2..c789459 100644
--- a/UnityProject/ProjectSettings/EditorBuildSettings.asset
+++ b/UnityProject/ProjectSettings/EditorBuildSettings.asset
@@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
- path: Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity
- guid: cdf3404fd0b1f6c4ead9fb8bb270f164
+ path: Assets/Scenes/Examples/Max Silly Demos/Max Azure Kinect 1.unity
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m_configObjects: {}