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1\n#define VFX_USE_PARTICLEID_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 + \ float uniform_b;\n uint3 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\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}\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_F0142CB9(inout + float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\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}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid + SetCustomAttribute_3E67104D(inout float3 CustomAttribute, float3 _CustomAttribute) + /*attribute:CustomAttribute Composition:Overwrite Random:Off AttributeType:Vector3 + */\n{\n CustomAttribute = _CustomAttribute;\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 float3 position + = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\n float lifetime = (float)1;\n float + 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 + 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 * 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 = 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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 @@ -405,50 +455,46 @@ VisualEffectResource: 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_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t - \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t uint - tmp_v = particleId ^ asuint(uniform_b);\n\t\t\t float tmp_w = FixedRand(tmp_v);\n\t\t\t - \ 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, - tmp_z);\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_ba);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t - \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t uint - tmp_v = particleId ^ asuint(uniform_b);\n\t\t\t float tmp_w = FixedRand(tmp_v);\n\t\t\t - \ 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, - tmp_z);\n\t\t\t SetAttribute_2CF4000A( /*inout */targetPosition, tmp_ba);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t - \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float - tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t - \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t - \ float tmp_z = tmp_y[0];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float - tmp_bb = tmp_y[2];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t - \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t\t float3 tmp_be = float3(0.5, 0.5, - 0.5) * tmp_bd;\n\t\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bf);\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_s - = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_t - = 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 - \ float tmp_u = position[0];\n\t\t\t float tmp_v = targetPosition[0];\n\t\t\t - \ 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 - - (float)0.150000006;\n\t\t\t float tmp_bd = tmp_bb / (float)0;\n\t\t\t float - tmp_be = saturate(tmp_bd);\n\t\t\t float tmp_bf = (float)2 * tmp_be;\n\t\t\t - \ 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 - \ float tmp_r = UV1[1];\n\t\t\t float tmp_t = tmp_r * (float)1000;\n\t\t\t - \ 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 - = 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 + \ 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: key5: {r: 0, g: 0, b: 0, a: 0} key6: {r: 0, g: 0, b: 0, a: 0} key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 + ctime0: 386 ctime1: 7132 ctime2: 65535 ctime3: 0 @@ -917,19 +983,23 @@ VisualEffectResource: m_NumAlphaKeys: 3 m_NamedObject: m_Array: - - m_ExpressionIndex: 11 + - m_ExpressionIndex: 17 m_Value: {fileID: 8400000, guid: 046aa26a9af8e164eb0b20672983a11f, type: 2} - - m_ExpressionIndex: 15 + - m_ExpressionIndex: 23 m_Value: {fileID: 8400000, guid: f235609b825377142ab45895e91b6839, type: 2} + - m_ExpressionIndex: 28 + m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 11 + index: 17 - nameId: Azure Depth - index: 15 + index: 23 - nameId: Spectrum Value 1 - index: 19 + index: 3 + - nameId: Waveform + index: 28 m_Buffers: - type: 1 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: - nameId: bounds_center - index: 26 + index: 30 - nameId: bounds_size - index: 25 + 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 + index: 13 + - nameId: uniform_e + index: 9 - nameId: uniform_f - index: 6 - - nameId: uniform_g index: 4 - - nameId: uniform_h - index: 2 + - nameId: uniform_g + index: 14 - nameId: texture_b - index: 15 + index: 23 - nameId: texture_c - index: 11 + 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: - outputSlot: {fileID: 8926484042661614554} 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 --- !u!114 &8926484042661614554 @@ -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: - {fileID: 8926484042661615177} - {fileID: 8926484042661615381} - {fileID: 8926484042661615535} - m_UIPosition: {x: 433, y: -258} + m_UIPosition: {x: 461, y: 439} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -2232,8 +2300,8 @@ MonoBehaviour: 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} @@ -2294,7 +2362,7 @@ MonoBehaviour: 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: @@ -2660,7 +2728,7 @@ MonoBehaviour: 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: @@ -3053,7 +3121,7 @@ MonoBehaviour: 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: [] @@ -3075,7 +3143,7 @@ MonoBehaviour: m_EditorClassIdentifier: m_Parent: {fileID: 114350483966674976} m_Children: [] - m_UIPosition: {x: -849, y: -577} + m_UIPosition: {x: -296, y: 201} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: @@ -3299,7 +3367,7 @@ MonoBehaviour: - {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: - {fileID: 8926484042661615168} m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 + m_UICollapsed: 1 m_UISuperCollapsed: 0 m_MasterSlot: {fileID: 8926484042661615167} m_MasterData: @@ -3535,7 +3601,8 @@ MonoBehaviour: 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: @@ -3610,8 +3677,7 @@ MonoBehaviour: 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: @@ -3863,7 +3927,7 @@ MonoBehaviour: 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: @@ -4619,7 +4683,7 @@ MonoBehaviour: 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: @@ -4647,7 +4711,7 @@ MonoBehaviour: m_Children: - {fileID: 8926484042661615303} 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: + - {fileID: 8926484042661615313} --- !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: m_ObjectHideFlags: 0 @@ -4824,7 +4886,7 @@ MonoBehaviour: 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: @@ -5048,7 +5110,7 @@ MonoBehaviour: - {fileID: 8926484042661615316} - {fileID: 8926484042661615317} m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 + m_UICollapsed: 1 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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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 - 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