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m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: center + m_serializedType: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The centre of the box. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!2058629511 &8926484042661614527 +VisualEffectResource: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: BasicFractal + m_Graph: {fileID: 114350483966674976} + m_ShaderSources: + - compute: 1 + name: '[Root]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_A_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 A_a;\n float Lifetime_b;\n float3 B_a;\n float Size_c;\n + \ float Mass_d;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"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_E6295C0(inout float3 velocity, + inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime + = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = + Size;\n}\nvoid SetAttribute_A7C1CB48(inout float mass, float Mass) /*attribute:mass + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n mass = + Mass;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n + \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n + \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 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 float3 + velocity = float3(0, 0, 0);\n uint seed = (uint)0;\n float lifetime + = (float)1;\n float size = (float)0.100000001;\n float mass = + (float)1;\n float rateCount_a = (float)0;\n float3 targetPosition + = float3(0, 0, 0);\n float3 position = float3(0, 0, 0);\n float + age = (float)0;\n bool alive = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n + \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n + \ SetAttribute_E6295C0( /*inout */velocity, /*inout */seed, A_a, B_a);\n + \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_b);\n SetAttribute_3278B22F( + /*inout */size, Size_c);\n SetAttribute_A7C1CB48( /*inout */mass, Mass_d);\n + \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint + deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n + \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_a));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687) + << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x688) << + 2,asuint(mass));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_a));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Root]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_RATECOUNT_A_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define + VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"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 GPUEventRate_0(inout + float rateCount_a, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_a += deltaTime * Rate;\n uint count = floor(rateCount_a);\n + \ rateCount_a = frac(rateCount_a);\n eventCount = count;\n}\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 velocity = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat rateCount_a + = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x684) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\teventCount + = 0u;\n\t\t\tGPUEventRate_0( /*inout */rateCount_a, /*inout */eventCount, Rate_a, + deltaTime_a);\n\t\t\teventCount_a += eventCount;\n\t\t\t{\n\t\t\t eventCount + = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_b + += eventCount;\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, float3(0, -1, 0), + deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(rateCount_a));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x684) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) + eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; ++i) + eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat rateCount_a = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0xC + 0x684) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + 0x8) + << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\teventCount = 0u;\n\t\tGPUEventRate_0( /*inout + */rateCount_a, /*inout */eventCount, Rate_a, deltaTime_a);\n\t\teventCount_a + += eventCount;\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( /*inout + */eventCount, (uint)1);\n\t\t eventCount_b += eventCount;\n\t\t}\n\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, + float3(0, -1, 0), deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0xC + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + + 0x3) << 2,asuint(rateCount_a));\n\t\tattributeBuffer.Store3((index * 0xC + 0x684) + << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) + << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) + eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Branch 1]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE + 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 A_e;\n uint PADDING_0;\n float3 B_e;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout + float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n + \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3 + targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x680) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_o + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_o);\n + \ }\n {\n float tmp_o = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_o);\n }\n {\n float tmp_o = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_o);\n }\n + \ {\n float3 tmp_o = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_o);\n }\n SetAttribute_E6295C0( /*inout + */velocity, /*inout */seed, A_e, B_e);\n {\n float3 tmp_o + = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_o);\n + \ }\n {\n float tmp_o = mass_source;\n SetAttribute_A7C432F1( + /*inout */mass, tmp_o);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0xC + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index + * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * + 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687) + << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Branch 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3 + color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t + \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t + \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t + \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source + = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source + = (float)1;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0, + -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * + 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8) + << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Branch 2]h' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE + 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 A_e;\n uint PADDING_0;\n float3 B_e;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout + float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n + \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3 + targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_o + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_o);\n + \ }\n {\n float tmp_o = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_o);\n }\n {\n float tmp_o = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_o);\n }\n + \ {\n float3 tmp_o = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_o);\n }\n SetAttribute_E6295C0( /*inout + */velocity, /*inout */seed, A_e, B_e);\n {\n float3 tmp_o + = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_o);\n + \ }\n {\n float tmp_o = mass_source;\n SetAttribute_A7C432F1( + /*inout */mass, tmp_o);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x687) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0xC + 0x684) << 2,asuint(color));\n attributeBuffer.Store((index + * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * + 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687) + << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Branch 2]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3 + color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t + \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t + \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t + \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source + = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source + = (float)1;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0, + -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * + 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8) + << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Trail]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_FDCE071E(inout + float3 color, float3 Value) /*attribute:color Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 color = float3(1, 1, + 1);\n float3 targetPosition = float3(0, 0, 0);\n float alpha = + (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n + \ float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x680) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n + \ {\n float3 tmp_u = color_source;\n SetAttribute_FDCE071E( + /*inout */color, tmp_u);\n }\n {\n float3 tmp_u = targetPosition_source;\n + \ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_u);\n }\n + \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint + deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x2FAF083) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0x4 + 0x55D4A80) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store((index * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x1 + 0x7BFA480) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x1 + 0x8583B00) << 2,uint(alive));\n + \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n + \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x2FAF083) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0x4 + 0x55D4A80) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x4 + 0x2FAF080) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store((index * 0x4 + 0x55D4A83) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x1 + 0x7BFA480) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x1 + 0x8583B00) << 2,uint(alive));\n + \ \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Trail]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0x8583B00) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x2625A00) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = color;\n\t\t\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x55D4A80) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x55D4A83) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x7BFA480) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x8583B00) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex + = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x2625A00) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x55D4A83) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat + size_source = (float)0.100000001;\n\t\tfloat3 color_source = color;\n\t\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x55D4A80) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x55D4A83) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x7BFA480) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x8583B00) + << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex + = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = + index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[Trail]Quad Output' + source: "Shader \"Hidden/VFX/Trail/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define + VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2FAF080) << + 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + + 0x55D4A83) << 2));\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * + 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x55D4A80) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2FAF080) << + 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + + 0x55D4A83) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Trail 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0x155E80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( + /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout + */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xDBCC0) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xDBCC3) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( + /*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout + */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0xDBCC3) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[Trail 1]Quad Output' + source: "Shader \"Hidden/VFX/Trail 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Trail 1]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n + \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n + \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float3 targetPosition = + float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n float + age = (float)0;\n bool alive = (bool)true;\n float3 position_source + = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3 + targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u + = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n + \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 6]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0x155E80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x61B00) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat3 color_source = color;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xDBCC0) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xDBCC3) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x61B00) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source + = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0xDBCC0) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0xDBCC3) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0x13D7C0) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 6]Quad Output' + source: "Shader \"Hidden/VFX/System 6/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x7A1C3) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1C0) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x7A1C3) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1C0) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 6]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 targetPosition = float3(0, + 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n + \ float age = (float)0;\n bool alive = (bool)true;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n + \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float3 + tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n + \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n + \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint + index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x61B00) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x7A1C3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x7A1C0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x61B00) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x7A1C3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x7A1C0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0xDBCC3) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 7]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0xD59F80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x3D0900) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat3 color_source = color;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x895440) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x3D0900) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source + = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 7]Quad Output' + source: "Shader \"Hidden/VFX/System 7/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Branch 3]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE + 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout + float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n + \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3 + targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_m + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_m);\n + \ }\n {\n float tmp_m = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_m);\n }\n {\n float tmp_m = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_m);\n }\n + \ {\n float3 tmp_m = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_m);\n }\n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n + \ {\n float3 tmp_m = color_source;\n SetAttribute_FDCE071E( + /*inout */color, tmp_m);\n }\n {\n float tmp_m = mass_source;\n + \ SetAttribute_A7C432F1( /*inout */mass, tmp_m);\n }\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n + \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_b));\n + \ attributeBuffer.Store3((index * 0xC + 0x680) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687) + << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Branch 3]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3 + color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t + \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t + \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t + \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source + = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source + = (float)1;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0, + -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * + 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8) + << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 7]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 targetPosition = float3(0, + 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n + \ float age = (float)0;\n bool alive = (bool)true;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n + \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float3 + tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n + \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n + \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint + index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 9]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0xD59F80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x3D0900) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat3 color_source = color;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x895440) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x3D0900) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source + = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 9]Quad Output' + source: "Shader \"Hidden/VFX/System 9/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B43) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B40) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 10]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE + 1\n#define VFX_USE_MASS_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout + float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n + \ float mass = (float)1;\n float rateCount_b = (float)0;\n float3 + targetPosition = float3(0, 0, 0);\n float age = (float)0;\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_m + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_m);\n + \ }\n {\n float tmp_m = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_m);\n }\n {\n float tmp_m = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_m);\n }\n + \ {\n float3 tmp_m = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_m);\n }\n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n + \ {\n float3 tmp_m = color_source;\n SetAttribute_FDCE071E( + /*inout */color, tmp_m);\n }\n {\n float tmp_m = mass_source;\n + \ SetAttribute_A7C432F1( /*inout */mass, tmp_m);\n }\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0xC + 0x687) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n + \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(rateCount_b));\n + \ attributeBuffer.Store3((index * 0xC + 0x680) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0xC + 0x687) + << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0xC + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x688) << 2,asuint(mass));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 10]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x680) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3 + color_source = float3(1, 1, 1);\n\t\t\tfloat mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t + \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t + \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t + \ Gravity( /*inout */velocity, float3(0, -1, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0xC + 0x680) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 velocity_source + = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat mass_source + = (float)1;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0, + -1, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0) + << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * + 0xC + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x8) + << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 9]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 targetPosition = float3(0, + 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n + \ float age = (float)0;\n bool alive = (bool)true;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x680) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n + \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float3 + tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n + \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n + \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint + index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x3D0900) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B43) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B40) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 11]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0xD59F80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat + size_source = (float)0.100000001;\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat3 color_source = color;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x895440) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x895443) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xC65D40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source + = (float)0.100000001;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x895440) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x895443) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC65D40) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xD59F80) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 11]Quad Output' + source: "Shader \"Hidden/VFX/System 11/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xD59F80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x895443) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat lifetime_source = (float)1;\n\t\t\t\t\t\tfloat + size_source = size;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 + color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 12]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_MASS_SOURCE + 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_A7C432F1(inout + float mass, float Value) /*attribute:mass Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n mass = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n + \ float mass = (float)1;\n float age = (float)0;\n bool + alive = (bool)true;\n float3 targetPosition = float3(0, 0, 0);\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x687) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x684) << 2));\n float mass_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x688) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_l + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_l);\n + \ }\n {\n float tmp_l = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_l);\n }\n {\n float tmp_l = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_l);\n }\n + \ {\n float3 tmp_l = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_l);\n }\n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-1, 0, 0), float3(1, 5, 0));\n }\n + \ {\n float3 tmp_l = color_source;\n SetAttribute_FDCE071E( + /*inout */color, tmp_l);\n }\n {\n float tmp_l = mass_source;\n + \ SetAttribute_A7C432F1( /*inout */mass, tmp_l);\n }\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x400) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x8 + 0x487) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x8 + 0x484) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x8 + 0x7) << 2,uint(alive));\n attributeBuffer.Store3((index * + 0x8 + 0x480) << 2,asuint(targetPosition));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x400) << 2,asuint(lifetime));\n attributeBuffer.Store((index * + 0x8 + 0x487) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x8 + + 0x484) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 + + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) << + 2,uint(alive));\n attributeBuffer.Store3((index * 0x8 + 0x480) << 2,asuint(targetPosition));\n + \ \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 12]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventOnDie(float + lifetime, float age, bool alive, inout uint eventCount, uint count, float deltaTime)\n{\n + \ eventCount = (age + deltaTime > lifetime || !alive) ? count : 0;\n}\nvoid + SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n targetPosition + = TargetPosition;\n}\nvoid Gravity(inout float3 velocity, float3 Force, float + deltaTime)\n{\n velocity += Force * deltaTime;\n}\nvoid EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid + Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) + { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x8 + 0x7) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x400) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x8 + 0x3) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x480) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\tfloat + lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3 + velocity_source = velocity;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\n\t\t\tfloat + mass_source = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t + \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a + += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime, + age, alive, /*inout */eventCount, (uint)1, deltaTime_b);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, + float3(0, -4, 0), deltaTime_b);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x480) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x4) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\tbool alive + = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\tfloat3 targetPosition + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x480) << 2));\n\t\tfloat3 position_source + = position;\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat size_source = + (float)0.100000001;\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat3 color_source + = float3(1, 1, 1);\n\t\tfloat mass_source = (float)1;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t + \ eventCount = 0u;\n\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t + \ eventCount_a += eventCount;\n\t\t}\n\t\t{\n\t\t eventCount = 0u;\n\t\t + \ GPUEventOnDie(lifetime, age, alive, /*inout */eventCount, (uint)1, deltaTime_b);\n\t\t}\n\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t{\n\t\t Gravity( /*inout */velocity, + float3(0, -4, 0), deltaTime_b);\n\t\t}\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x480) << 2,asuint(targetPosition));\n\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 11]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_E89EAA93(inout + float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot + Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float size = (float)0.100000001;\n float3 targetPosition = float3(0, + 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n + \ float age = (float)0;\n bool alive = (bool)true;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x400) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x487) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x480) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x484) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_u);\n }\n {\n float tmp_u = + size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n + \ {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float3 + tmp_u = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_u);\n + \ }\n {\n SetAttribute_E89EAA93( /*inout */lifetime, + (float)0.03125);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x7A1200) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x8 + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x7A1200) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x4 + 0x895440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x895443) << 2,asuint(alpha));\n attributeBuffer.Store((index + * 0x1 + 0xC65D40) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0xD59F80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[Trail]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[Trail 1]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 6]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 7]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 9]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include 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VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 A_e;\n uint PADDING_0;\n float3 B_e;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout + float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_E6295C0(inout + float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Overwrite + Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\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<0; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x3) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float3 + position = float3(0, 0, 0);\n float lifetime = (float)1;\n float + size = (float)0.100000001;\n float3 velocity = float3(0, 0, 0);\n uint + seed = (uint)0;\n float3 color = float3(1, 1, 1);\n float rateCount_b + = (float)0;\n float3 targetPosition = float3(0, 0, 0);\n bool + alive = (bool)true;\n float age = (float)0;\n float3 position_source + = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float + lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x7) + << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0xB) << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x8) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_ba + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_ba);\n + \ }\n {\n float tmp_ba = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_ba);\n }\n {\n float tmp_ba + = size_source;\n SetAttribute_32764A86( /*inout */size, tmp_ba);\n + \ }\n {\n float3 tmp_ba = velocity_source;\n SetAttribute_E602FAC( + /*inout */velocity, tmp_ba);\n }\n SetAttribute_E6295C0( /*inout + */velocity, /*inout */seed, A_e, B_e);\n {\n float3 tmp_ba + = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_ba);\n + \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n + \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint + index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x4 + 0x2625A03) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B403) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x2625A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B400) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x2 + 0x7270E00) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0x4 + 0x8F0D180) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x8583B00) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x2 + 0x7270E01) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x4 + 0x2625A03) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x4C4B403) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x2625A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0x4 + 0x4C4B400) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x2 + 0x7270E00) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0x4 + 0x8F0D180) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x8583B00) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x2 + 0x7270E01) << 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_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float Rate_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + 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 + * 0x1 + 0x8583B00) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x4 + 0x2625A03) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2625A00) << 2));\n\t\t\tuint + eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat rateCount_b + = asfloat(attributeBuffer.Load((index * 0x2 + 0x7270E00) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x8F0D180) << + 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + 0x7270E01) + << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\tfloat lifetime_source + = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3 velocity_source + = velocity;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t + \ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t + \ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * + 0x2 + 0x7270E00) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x8F0D180) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0x2 + 0x7270E01) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x8583B00) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x4 + 0x2625A03) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x2625A00) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount + = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index * 0x2 + + 0x7270E00) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x8F0D180) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * + 0x1 + 0x8583B00) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x2 + 0x7270E01) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 + velocity_source = velocity;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t + \ eventCount = 0u;\n\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t + \ eventCount_a += eventCount;\n\t\t}\n\t\teventCount = 0u;\n\t\tGPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + + 0x7270E00) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * 0x4 + + 0x8F0D180) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index + * 0x1 + 0x8583B00) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + + 0x7270E01) << 2,asuint(age));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) + eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 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 OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define + VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT + 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define + VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define + VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define + VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define + VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define + VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define + IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW + 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B403) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B400) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x8583B00) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3 + velocity_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4C4B403) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4C4B400) << 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 + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3 + velocity_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 2]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 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 Age(inout float + age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float + lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0xDBCC0) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xF4380) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\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.Store((index * 0x1 + 0xF4380) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0x1 + 0xF4380) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + + 0xF4380) << 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 2]Quad Output' + source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\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 scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 2]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE + 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n + \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n + \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float3 targetPosition = + float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ bool alive = (bool)true;\n float age = (float)0;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 + 0x0) + << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x4 + 0x8F0D180) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x4 + 0x2625A03) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x4 + 0x4C4B403) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n + \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n + \ {\n float3 tmp_u = position_source;\n SetAttribute_CAC02F9E( + /*inout */position, tmp_u);\n }\n {\n float3 tmp_u + = targetPosition_source;\n SetAttribute_2CF667B3( /*inout */targetPosition, + tmp_u);\n }\n {\n float tmp_u = lifetime_source;\n + \ SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n }\n + \ {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x1 + 0xF4380) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0xDBCC0) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + + 0xF4380) << 2,asuint(age));\n \n\r\n#endif\r\n }\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 USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 2]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 6 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 9 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 12 + data[0]: -1 + data[1]: -1 + 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position = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n + \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n + \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 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<0; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x3) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float3 + position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n + \ float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ bool alive = (bool)true;\n float age = (float)0;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x7) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x8) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u + = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n + \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x1 + 0xF4380) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store3((index + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0xC3600) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x4 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0xDBCC0) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + + 0xF4380) << 2,asuint(age));\n \n\r\n#endif\r\n }\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 OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define + VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT + 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define + VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define + VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation + float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define + VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE + builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define + VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define + VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat + angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat + pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat + pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = float3(1, 1, 1);\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 scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 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 Age(inout float + age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float + lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0xDBCC0) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0xF4380) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\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.Store((index * 0x1 + 0xF4380) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0x1 + 0xF4380) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index + * 0x1 + 0xDBCC0) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + + 0xF4380) << 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: 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 USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if + VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 + wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 6 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 7 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 6 + valueIndex: 8 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