From 36513e54b4fc3ab426fc1eaebced3469aea17568 Mon Sep 17 00:00:00 2001 From: Chikashi Miyama Date: Thu, 7 Nov 2019 23:52:03 +0100 Subject: [PATCH] implement point cloud VFX --- .../Resources/Shader/Movement.renderTexture | 37 + .../Shader/Movement.renderTexture.meta | 8 + .../Examples/KinectSkeleton/Skeleton.unity | 101 +- .../Examples/VisualEffectGraph/Particles.vfx | 11132 ++++++++++++++++ .../VisualEffectGraph/Particles.vfx.meta | 7 + .../Assets/Scripts/Kinect/KinectPointCloud.cs | 41 +- .../KinectDisplacement.shadergraph | 96 - .../ShaderGraph/KinectPointCloud.shadergraph | 59 + ...meta => KinectPointCloud.shadergraph.meta} | 2 +- 9 files changed, 11346 insertions(+), 137 deletions(-) create mode 100644 UnityProject/Assets/Resources/Shader/Movement.renderTexture create mode 100644 UnityProject/Assets/Resources/Shader/Movement.renderTexture.meta create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Particles.vfx create mode 100644 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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_LIFETIME_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_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 Color_e;\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 float uniform_i;\n float uniform_j;\n float uniform_k;\n + \ float uniform_l;\n float uniform_m;\n float uniform_n;\n float + uniform_o;\n float uniform_p;\n float uniform_q;\n float uniform_r;\n + \ float uniform_s;\n float uniform_t;\n float uniform_u;\n float + uniform_v;\n float uniform_w;\n float Lifetime_d;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D + texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_F0142CB9(inout float lifetime, + float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n{\n lifetime = Lifetime;\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_E89EAA93(inout float lifetime, float Lifetime) /*attribute:lifetime + Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n lifetime + *= Lifetime;\n}\nvoid SetAttribute_EC596BAC(inout float lifetime, float Lifetime) + /*attribute:lifetime Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n + \ lifetime += Lifetime;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, + float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n{\n color = Color;\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 float + lifetime = (float)1;\n float3 position = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\n uint particleId = (uint)0;\n float3 + velocity = float3(0, 0, 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_bv = + particleId ^ asuint(uniform_d);\n float tmp_bw = FixedRand(tmp_bv);\n + \ float tmp_bx = tmp_bw * uniform_e;\n float tmp_by = uniform_c + + tmp_bx;\n float tmp_bz = tmp_by - uniform_f;\n float + tmp_ca = tmp_bz / uniform_g;\n float tmp_cb = tmp_ca * uniform_h;\n + \ float tmp_cc = uniform_b + tmp_cb;\n float tmp_cd = tmp_by + - uniform_i;\n float tmp_ce = ceil(tmp_cd);\n float tmp_cf + = saturate(tmp_ce);\n float tmp_cg = tmp_cf * uniform_j;\n float + tmp_ch = tmp_cc + tmp_cg;\n SetAttribute_F0142CB9( /*inout */lifetime, + tmp_ch);\n }\n {\n uint tmp_bv = particleId ^ asuint(uniform_l);\n + \ float tmp_bw = FixedRand(tmp_bv);\n float tmp_bx = tmp_bw + * uniform_m;\n float tmp_by = uniform_k + tmp_bx;\n float + tmp_bz = tmp_by - uniform_n;\n uint tmp_ca = particleId ^ asuint(uniform_p);\n + \ float tmp_cb = FixedRand(tmp_ca);\n float tmp_cc = tmp_cb + * uniform_q;\n float tmp_cd = uniform_o + tmp_cc;\n float + tmp_ce = tmp_cd - uniform_r;\n float tmp_cf = tmp_by * uniform_s;\n + \ float tmp_cg = tmp_cd * uniform_t;\n float2 tmp_ch = + float2(tmp_cf, tmp_cg);\n float4 tmp_ci = SampleTexture(VFX_SAMPLER(texture_b),tmp_ch,uniform_u);\n + \ float tmp_cj = tmp_ci[0];\n float tmp_ck = tmp_cj * uniform_v;\n + \ float3 tmp_cl = float3(tmp_bz, tmp_ce, tmp_ck);\n SetAttribute_CAC29747( + /*inout */position, tmp_cl);\n }\n {\n uint tmp_bv + = particleId ^ asuint(uniform_l);\n float tmp_bw = FixedRand(tmp_bv);\n + \ float tmp_bx = tmp_bw * uniform_m;\n float tmp_by = uniform_k + + tmp_bx;\n float tmp_bz = tmp_by * uniform_s;\n uint + tmp_ca = particleId ^ asuint(uniform_p);\n float tmp_cb = FixedRand(tmp_ca);\n + \ float tmp_cc = tmp_cb * uniform_q;\n float tmp_cd = uniform_o + + tmp_cc;\n float tmp_ce = tmp_cd * uniform_t;\n float2 + tmp_cf = float2(tmp_bz, tmp_ce);\n float4 tmp_cg = SampleTexture(VFX_SAMPLER(texture_b),tmp_cf,uniform_u);\n + \ float tmp_ch = tmp_cg[0];\n float tmp_ci = tmp_ch * uniform_w;\n + \ SetAttribute_E89EAA93( /*inout */lifetime, tmp_ci);\n }\n + \ SetAttribute_EC596BAC( /*inout */lifetime, Lifetime_d);\n SetAttribute_FDD06EC7( + /*inout */color, Color_e);\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.Store((index + * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x8 + 0x186C0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x8 + 0x186C4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x186C3) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x8 + 0x186C7) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store((index + * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x8 + 0x186C0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x8 + 0x186C4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x186C3) << 2,uint(alive));\n attributeBuffer.Store((index * + 0x8 + 0x186C7) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_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_f;\n float3 uniform_c;\n float + uniform_g;\n float3 uniform_d;\n float uniform_j;\n float3 uniform_e;\n + \ float uniform_k;\n float3 uniform_h;\n float deltaTime_a;\n float3 + uniform_i;\n float dragCoefficient_b;\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 Force_0(inout + float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute + */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid Drag_0(inout float3 + velocity, float mass, float dragCoefficient, float deltaTime) /*UseParticleSize:False + */\n{\n velocity *= max(0.0,(1.0 - (dragCoefficient * deltaTime) / mass));\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 + 0x186C3) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + + 0x186C7) << 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_bi = position + + uniform_c;\n\t\t\t float3 tmp_bj = tmp_bi * uniform_d;\n\t\t\t float4 + tmp_bk = GeneratePerlinNoise(tmp_bj, uniform_e.x, asint(uniform_f), uniform_e.y, + uniform_e.z);\n\t\t\t float tmp_bl = tmp_bk[2];\n\t\t\t float tmp_bm = + tmp_bl * uniform_g;\n\t\t\t float3 tmp_bn = tmp_bj + uniform_h;\n\t\t\t float4 + tmp_bo = GeneratePerlinNoise(tmp_bn, uniform_i.x, asint(uniform_j), uniform_i.y, + uniform_i.z);\n\t\t\t float tmp_bp = tmp_bo[3];\n\t\t\t float tmp_bq = + tmp_bp * uniform_k;\n\t\t\t float tmp_br = tmp_bm * tmp_bq;\n\t\t\t float + tmp_bs = tmp_bk[3];\n\t\t\t float tmp_bt = tmp_bs * uniform_g;\n\t\t\t float + tmp_bu = tmp_bo[2];\n\t\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t\t float + tmp_bw = tmp_bt * tmp_bv;\n\t\t\t float tmp_bx = tmp_br - tmp_bw;\n\t\t\t + \ float tmp_by = tmp_bo[1];\n\t\t\t float tmp_bz = tmp_by * uniform_k;\n\t\t\t + \ float tmp_ca = tmp_bt * tmp_bz;\n\t\t\t float tmp_cb = tmp_bk[1];\n\t\t\t + \ float tmp_cc = tmp_cb * uniform_g;\n\t\t\t float tmp_cd = tmp_cc * tmp_bq;\n\t\t\t + \ float tmp_ce = tmp_ca - tmp_cd;\n\t\t\t float tmp_cf = tmp_cc * tmp_bv;\n\t\t\t + \ float tmp_cg = tmp_bm * tmp_bz;\n\t\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t\t + \ float3 tmp_ci = float3(tmp_bx, tmp_ce, tmp_ch);\n\t\t\t float3 tmp_cj + = uniform_b * tmp_ci;\n\t\t\t Force_0( /*inout */velocity, mass, tmp_cj, + deltaTime_a);\n\t\t\t}\n\t\t\tDrag_0( /*inout */velocity, mass, dragCoefficient_b, + deltaTime_a);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( + /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x186C0) + << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x186C4) + << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x186C7) + << 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 + 0x186C3) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\tfloat + mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + 0x186C3) + << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x186C7) + << 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_bi = position + uniform_c;\n\t\t + \ float3 tmp_bj = tmp_bi * uniform_d;\n\t\t float4 tmp_bk = GeneratePerlinNoise(tmp_bj, + uniform_e.x, asint(uniform_f), uniform_e.y, uniform_e.z);\n\t\t float tmp_bl + = tmp_bk[2];\n\t\t float tmp_bm = tmp_bl * uniform_g;\n\t\t float3 tmp_bn + = tmp_bj + uniform_h;\n\t\t float4 tmp_bo = GeneratePerlinNoise(tmp_bn, uniform_i.x, + asint(uniform_j), uniform_i.y, uniform_i.z);\n\t\t float tmp_bp = tmp_bo[3];\n\t\t + \ float tmp_bq = tmp_bp * uniform_k;\n\t\t float tmp_br = tmp_bm * tmp_bq;\n\t\t + \ float tmp_bs = tmp_bk[3];\n\t\t float tmp_bt = tmp_bs * uniform_g;\n\t\t + \ float tmp_bu = tmp_bo[2];\n\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t + \ float tmp_bw = tmp_bt * tmp_bv;\n\t\t float tmp_bx = tmp_br - tmp_bw;\n\t\t + \ float tmp_by = tmp_bo[1];\n\t\t float tmp_bz = tmp_by * uniform_k;\n\t\t + \ float tmp_ca = tmp_bt * tmp_bz;\n\t\t float tmp_cb = tmp_bk[1];\n\t\t + \ float tmp_cc = tmp_cb * uniform_g;\n\t\t float tmp_cd = tmp_cc * tmp_bq;\n\t\t + \ float tmp_ce = tmp_ca - tmp_cd;\n\t\t float tmp_cf = tmp_cc * tmp_bv;\n\t\t + \ float tmp_cg = tmp_bm * tmp_bz;\n\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t + \ float3 tmp_ci = float3(tmp_bx, tmp_ce, tmp_ch);\n\t\t float3 tmp_cj = + uniform_b * tmp_ci;\n\t\t Force_0( /*inout */velocity, mass, tmp_cj, deltaTime_a);\n\t\t}\n\t\tDrag_0( + /*inout */velocity, mass, dragCoefficient_b, deltaTime_a);\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x186C0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x186C4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x186C3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x186C7) + << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex + = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = + index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 1]Quad Output' + source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha 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_LIFETIME_CURRENT + 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT + 1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT + 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define + VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT + 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT + 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT + 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define + VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define + VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_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#define + VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + \ float gradient_a;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t + \ float uniform_e;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t + \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState + samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR + (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + ColorOverLife_26AC1(float age, float lifetime, inout float3 color, float gradient) + /*mode:Color ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t + \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t + \ color *= sampledColor.rgb;\n\t\t\t \n\t\t\t}\n\t\t\tvoid Orient_6(inout + float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3 + velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t + \ axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout + float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t + \ scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position, inout + float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t + \ \n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float + clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize + = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] + * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize + = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) + / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize + = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y + / size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x186C3) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x186C7) << 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 + 0x186C3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x186C7) << 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\tColorOverLife_26AC1(age, + lifetime, /*inout */color, gradient_a);\n\t\t\t\tOrient_6( /*inout */axisX, + \ /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t + \ float3 tmp_bd = velocity * velocity;\n\t\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t\t + \ float tmp_bf = tmp_bd[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t + \ float tmp_bh = tmp_bd[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t + \ float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t\t float tmp_bl = tmp_bk + - uniform_e;\n\t\t\t\t float tmp_bm = tmp_bl / uniform_f;\n\t\t\t\t float + tmp_bn = tmp_bm * uniform_g;\n\t\t\t\t float tmp_bo = uniform_d + tmp_bn;\n\t\t\t\t + \ float2 tmp_bp = float2(uniform_c, tmp_bo);\n\t\t\t\t SetAttribute_D5151647( + /*inout */scaleX, /*inout */scaleY, tmp_bp);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(position, + \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 7 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 2 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 1 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 8 + valueIndex: 4 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 6 + data[0]: 0 + data[1]: 1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 7 + data[0]: -1 + 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