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1\n#define VFX_USE_SCALEX_CURRENT 1\n#define + VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 Scale_c;\n float Blend_e;\n float3 Color_d;\n uint PADDING_0;\n + \ float3 Color_e;\n uint PADDING_1;\n float3 Velocity_f;\n uint PADDING_2;\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_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_D8CFD75F(inout float + scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale + Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n scaleX += Scale.x;\n + \ scaleY += Scale.y;\n scaleZ += Scale.z;\n}\nvoid SetAttribute_FDD06EC7(inout + float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_18B2FD0(inout + float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend + Source:Slot Random:Off channels:XYZ */\n{\n color = lerp(color,Color,Blend);\n}\nvoid + SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity + = Velocity;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n + \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n + \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float + lifetime = (float)1;\n float size = (float)0.100000001;\n float + scaleX = (float)1;\n float scaleY = (float)1;\n float scaleZ = + (float)1;\n float3 color = float3(1, 1, 1);\n float3 velocity + = float3(0, 0, 0);\n float3 position = float3(0, 0, 0);\n bool + alive = (bool)true;\n float age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n + \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n + \ {\n SetAttribute_F0142CB9( /*inout */lifetime, (float)60);\n + \ }\n {\n SetAttribute_3278B22F( /*inout */size, (float)0.100000001);\n + \ }\n SetAttribute_D8CFD75F( /*inout */scaleX, /*inout */scaleY, + \ /*inout */scaleZ, Scale_c);\n SetAttribute_FDD06EC7( /*inout */color, + Color_d);\n SetAttribute_18B2FD0( /*inout */color, Color_e, Blend_e);\n + \ SetAttribute_E629755( /*inout */velocity, Velocity_f);\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4243) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4244) << 2,asuint(scaleX));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4245) << 2,asuint(scaleY));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4246) << 2,asuint(scaleZ));\n + \ attributeBuffer.Store3((index * 0x8 + 0xF4240) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x4 + 0x895440) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x4 + 0xC65D40) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x1 + 0x112A880) << 2,asuint(age));\n + \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n + \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4243) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4244) << 2,asuint(scaleX));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4245) << 2,asuint(scaleY));\n + \ attributeBuffer.Store((index * 0x8 + 0xF4246) << 2,asuint(scaleZ));\n + \ attributeBuffer.Store3((index * 0x8 + 0xF4240) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x4 + 0x895440) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x4 + 0xC65D40) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x1 + 0x1036640) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x1 + 0x112A880) << 2,asuint(age));\n + \ \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_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 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 + 0x1036640) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x112A880) << 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\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 + * 0x4 + 0xC65D40) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x112A880) << 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 + 0x1036640) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex + = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x1036640) << 2));\n\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0x1 + 0x112A880) << 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\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 * + 0x4 + 0xC65D40) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * + 0x1 + 0x1036640) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x112A880) << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 1]Quad Output' + source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\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_SIZE_CURRENT + 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT + 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define + VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_POSITION_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_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 Orient_6(inout float3 axisX, inout + float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ + = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4243) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4244) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4245) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4246) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xF4240) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x1036640) << 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\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 + 0x1036640) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size = + asfloat(attributeBuffer.Load((index * 0x8 + 0xF4243) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4244) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4245) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xF4246) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xF4240) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 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\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\tOrient_6( /*inout + */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\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]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 + 0xC65D40) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 + wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos + = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 2 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 4 + data[0]: 1 + data[1]: 2 + data[2]: -1 + data[3]: 1 + - op: 5 + valueIndex: 5 + data[0]: 0 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 1 + valueIndex: 6 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 31 + 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pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/BasicTree.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/BasicTree.vfx index a254984..7db9827 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/BasicTree.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/BasicTree.vfx @@ -16,7 +16,7 @@ MonoBehaviour: m_Children: - {fileID: 8926484042661615851} - {fileID: 8926484042661619855} - m_UIPosition: {x: -5416, y: -2358} + m_UIPosition: {x: -5975, y: -1924} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -24,7 +24,9 @@ MonoBehaviour: m_Label: m_Data: {fileID: 0} m_InputFlowSlot: - - link: [] + - link: + - context: {fileID: 8926484042661620697} + slotIndex: 0 - link: [] m_OutputFlowSlot: - link: @@ -82,10 +84,10 @@ MonoBehaviour: - title: Root position: serializedVersion: 2 - x: -6405 - y: -2669 - width: 1881 - 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114350483966674976} m_Children: - {fileID: 8926484042661620397} - - {fileID: 8926484042661617184} + - {fileID: 8926484042661620530} - {fileID: 8926484042661614559} - - {fileID: 8926484042661615400} - - {fileID: 8926484042661619906} - m_UIPosition: {x: -5416, y: -1966} + m_UIPosition: {x: -5982, y: -1549} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: @@ -1113,13 +1091,13 @@ VisualEffectResource: name: '[Root]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_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_PARTICLEID_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define - VFX_USE_COLOR_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 + VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float uniform_e;\n float uniform_f;\n float uniform_g;\n float Lifetime_c;\n - \ float Size_d;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \ uint PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\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 @@ -1136,17 +1114,12 @@ VisualEffectResource: Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = - Size;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) - /*attribute:targetPosition Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n targetPosition = TargetPosition;\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 + = 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 @@ -1161,67 +1134,75 @@ VisualEffectResource: \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n */\n \n\r\n#endif\r\n float3 position = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float - lifetime = (float)1;\n float size = (float)0.100000001;\n float3 - targetPosition = float3(0, 0, 0);\n uint particleId = (uint)0;\n uint - seed = (uint)0;\n float rateCount_b = (float)0;\n float3 color - = float3(1, 1, 1);\n float age = (float)0;\n bool alive = (bool)true;\n + lifetime = (float)1;\n uint particleId = (uint)0;\n uint seed + = (uint)0;\n float3 targetPosition = float3(0, 0, 0);\n float + size = (float)0.100000001;\n float age = (float)0;\n float rateCount_d + = (float)0;\n float3 color = float3(1, 1, 1);\n bool alive = (bool)true;\n \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \ \r\n {\n uint tmp_v = particleId ^ asuint(uniform_b);\n \ float tmp_w = FixedRand(tmp_v);\n float tmp_y = tmp_w - * (float)20;\n uint tmp_ba = particleId ^ asuint(uniform_c);\n float - tmp_bb = FixedRand(tmp_ba);\n float tmp_bc = tmp_bb * (float)20;\n - \ float3 tmp_bd = float3(tmp_y, (float)0, tmp_bc);\n SetAttribute_CAC29747( - /*inout */position, tmp_bd);\n }\n {\n float tmp_v - = RAND;\n float tmp_w = tmp_v * uniform_e;\n float tmp_x - = uniform_d + tmp_w;\n float tmp_y = RAND;\n float tmp_z - = tmp_y * uniform_g;\n float tmp_ba = uniform_f + tmp_z;\n float - tmp_bb = RAND;\n float tmp_bc = tmp_bb * uniform_e;\n float - tmp_bd = uniform_d + tmp_bc;\n float3 tmp_be = float3(tmp_x, tmp_ba, - tmp_bd);\n SetAttribute_E629755( /*inout */velocity, tmp_be);\n }\n - \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_c);\n SetAttribute_3278B22F( - /*inout */size, Size_d);\n SetAttribute_2CF4000A( /*inout */targetPosition, - position);\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.Store3((index - * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x13D7C7) << 2,asuint(size));\n attributeBuffer.Store3((index - * 0x8 + 0x13D7C4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0xC + 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * (float)80;\n float tmp_z = (float)-40 + tmp_y;\n uint + tmp_bb = particleId ^ asuint(uniform_c);\n float tmp_bc = FixedRand(tmp_bb);\n + \ float tmp_bd = tmp_bc * (float)80;\n float tmp_be = (float)-40 + + tmp_bd;\n float3 tmp_bf = float3(tmp_z, (float)0, tmp_be);\n SetAttribute_CAC29747( + /*inout */position, tmp_bf);\n }\n {\n float tmp_u + = RAND;\n float tmp_v = tmp_u * uniform_e;\n float tmp_w + = uniform_d + tmp_v;\n float tmp_x = RAND;\n float tmp_y + = tmp_x * uniform_g;\n float tmp_z = uniform_f + tmp_y;\n float + tmp_ba = RAND;\n float tmp_bb = tmp_ba * uniform_e;\n float + tmp_bc = uniform_d + tmp_bb;\n float3 tmp_bd = float3(tmp_w, tmp_z, + tmp_bc);\n SetAttribute_E629755( /*inout */velocity, tmp_bd);\n }\n + \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_c);\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x1 + 0x125100) << 2,asuint(lifetime));\n + \ attributeBuffer.Store3((index * 0x8 + 0x13D7C4) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store((index * 0x8 + 0x13D7C7) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_d));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C0) << 2,asuint(color));\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 + * 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.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x125100) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x13D7C7) - << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C4) - << 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0xC + - 0x3) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index * 0x8 - + 0x13D7C0) << 2,asuint(color));\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" + << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C4) + << 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x8 + + 0x13D7C7) << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + 0x7) << + 2,asuint(rateCount_d));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C0) + << 2,asuint(color));\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_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_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 - \ float3 Velocity_c;\n float Rate_b;\n float deltaTime_b;\n float - Color_d;\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 + VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4 Size_b;\n float3 Velocity_e;\n float Rate_d;\n float deltaTime_d;\n + \ float Color_f;\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_6ED152F(inout + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + AttributeFromCurve_45ABB909(inout float size, float age, float lifetime, float4 + Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = + age / lifetime;\n float value = 0.0f;\n value = SampleCurve(Size, t);\n + \ size = value;\n}\nvoid GPUEventAlways(inout uint eventCount, uint count)\n{\n + \ eventCount = count;\n}\nvoid GPUEventRate_0(inout float rateCount_d, inout + uint eventCount, float Rate, float deltaTime) /*mode:OverTime */\n{\n rateCount_d + += deltaTime * Rate;\n uint count = floor(rateCount_d);\n rateCount_d + = frac(rateCount_d);\n eventCount = count;\n}\nvoid SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity *= Velocity;\n}\nvoid AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age, @@ -1240,25 +1221,31 @@ VisualEffectResource: * 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\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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 + = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x13D7C4) << 2));\n\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x13D7C7) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_d = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x13D7C0) << 2));\n\t\t\tfloat - alpha = (float)1;\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\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_6ED152F( /*inout */velocity, Velocity_c);\n\t\t\tAttributeFromCurve_48A86161( - /*inout */color, /*inout */alpha, age, lifetime, Color_d);\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, + alpha = (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\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\t\tAttributeFromCurve_45ABB909( /*inout */size, age, lifetime, + Size_b);\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_d, /*inout */eventCount, Rate_d, + deltaTime_d);\n\t\t\teventCount_b += eventCount;\n\t\t\tSetAttribute_6ED152F( + /*inout */velocity, Velocity_e);\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_f);\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 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 - * 0x8 + 0x13D7C0) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index - * 0xC + 0x7) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x13D7C4) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x13D7C7) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC + + 0x7) << 2,asuint(rateCount_d));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x13D7C0) << 2,asuint(color));\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] @@ -1269,26 +1256,31 @@ VisualEffectResource: = 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\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x125100) << 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 color = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x13D7C0) << 2));\n\t\tfloat alpha = (float)1;\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\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_6ED152F( /*inout - */velocity, Velocity_c);\n\t\tAttributeFromCurve_48A86161( /*inout */color, - \ /*inout */alpha, age, lifetime, Color_d);\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + * 0x1 + 0x125100) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x13D7C4) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x8 + 0x13D7C7) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_d = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x13D7C0) << 2));\n\t\tfloat alpha = (float)1;\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\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\tAttributeFromCurve_45ABB909( /*inout */size, age, lifetime, + Size_b);\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_d, /*inout */eventCount, Rate_d, deltaTime_d);\n\t\teventCount_b + += eventCount;\n\t\tSetAttribute_6ED152F( /*inout */velocity, Velocity_e);\n\t\tAttributeFromCurve_48A86161( + /*inout */color, /*inout */alpha, age, lifetime, Color_f);\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 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 * 0x8 + 0x13D7C0) - << 2,asuint(color));\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 + + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x13D7C4) + << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index * 0x8 + 0x13D7C7) + << 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_d));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x13D7C0) << 2,asuint(color));\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 @@ -1345,7 +1337,7 @@ VisualEffectResource: * 0x8 + 0x13D7C7) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x13D7C0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x13D7C4) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0xC + 0x7) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n @@ -1359,26 +1351,26 @@ VisualEffectResource: /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x2625A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x2FAF083) << 2,asuint(size));\n attributeBuffer.Store3((index - * 0x8 + 0x2FAF080) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x8 + 0x2FAF084) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x7270E00) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0xC + 0x8) << 2,asuint(targetPosition));\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 - * 0x8 + 0x2FAF083) << 2,asuint(size));\n attributeBuffer.Store3((index - * 0x8 + 0x2FAF080) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x8 + 0x2FAF084) << 2,asuint(targetPosition));\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" + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x7270E00) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC + + 0x4) << 2,asuint(color));\n attributeBuffer.Store3((index * 0xC + 0x8) + << 2,asuint(targetPosition));\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_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_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 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 @@ -1392,7 +1384,7 @@ VisualEffectResource: + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 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\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7270E00) << 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 = float3(1, 1, @@ -1405,7 +1397,7 @@ VisualEffectResource: = 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\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7270E00) << 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 @@ -1567,7 +1559,7 @@ VisualEffectResource: * 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0x13D7C7) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x13D7C0) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0xC + 0x7) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_n = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n @@ -1608,70 +1600,54 @@ VisualEffectResource: - compute: 1 name: '[System 4]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 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 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 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 + 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 + 0x155E80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3 + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition - = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout - */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, - deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif - (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xDBCC0) - << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) << - 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << - 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + age_source = age;\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\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 + 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\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, - \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1 - + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) - << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + age_source = age;\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\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: 1 name: '[System 4]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define - VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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 @@ -1694,7 +1670,9 @@ VisualEffectResource: Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = - Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + 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 @@ -1709,14 +1687,14 @@ VisualEffectResource: = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n \ float3 position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n - \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float - alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source - = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 - + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 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 @@ -1725,32 +1703,32 @@ VisualEffectResource: = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n - \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if - VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex - = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n - \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ SetAttribute_99EA5134( /*inout */age, 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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0xC + 0x8) << 2,asuint(color));\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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC + + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 0 name: '[Trail]Lit Quad Output' source: "Shader \"Hidden/VFX/Trail/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\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\tZTest + LEqual\n\t\tZWrite On\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 @@ -1761,28 +1739,405 @@ VisualEffectResource: VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS + 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define + IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t// + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ + WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 + pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv + : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// + x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// + w: smoothness\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 vector scale u\n\t\t\t\t// + y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 + normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP + || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define + VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if + USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, + out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool + frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor + : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef + WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef + SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the + editor, this code allow to output the outline correctly\n\t\t\t\toutColor = + float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma + multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile + SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile + _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation @@ -1848,12 +2203,12 @@ VisualEffectResource: (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 * 0x8 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF080) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF084) << - 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 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 @@ -1865,20 +2220,20 @@ VisualEffectResource: age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF080) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF084) << - 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 color_source = color;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif @@ -2025,12 +2380,12 @@ VisualEffectResource: (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 * 0x8 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF080) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF084) << - 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 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 @@ -2042,20 +2397,20 @@ VisualEffectResource: age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x2FAF083) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF080) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2FAF084) << - 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 color_source = color;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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 + color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif @@ -2109,9 +2464,9 @@ VisualEffectResource: - compute: 0 name: '[System 4]Lit Quad Output' source: "Shader \"Hidden/VFX/System 4/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\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\tZTest + LEqual\n\t\tZWrite On\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 @@ -2122,28 +2477,405 @@ VisualEffectResource: VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS + 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define + IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t// + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ + WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 + pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv + : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// + x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// + w: smoothness\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 vector scale u\n\t\t\t\t// + y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 + normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP + || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define + VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if + USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, + out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool + frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor + : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef + WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef + SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the + editor, this code allow to output the outline correctly\n\t\t\t\toutColor = + float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma + multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile + SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile + _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation @@ -2209,37 +2941,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -2386,37 +3118,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -2658,70 +3390,54 @@ VisualEffectResource: - compute: 1 name: '[System 6]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 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 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 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 + 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 + 0x155E80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3 + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition - = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout - */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, - deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif - (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xDBCC0) - << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) << - 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << - 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + age_source = age;\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\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 + 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\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, - \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1 - + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) - << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + age_source = age;\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\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: 1 name: '[System 6]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define - VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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 @@ -2744,7 +3460,9 @@ VisualEffectResource: Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = - Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + 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 @@ -2759,14 +3477,14 @@ VisualEffectResource: = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n \ float3 position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n - \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float - alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source - = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 - + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 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 @@ -2775,32 +3493,32 @@ VisualEffectResource: = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n - \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if - VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex - = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n - \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ SetAttribute_99EA5134( /*inout */age, 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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0xC + 0x8) << 2,asuint(color));\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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC + + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 0 name: '[System 6]Lit Quad Output' source: "Shader \"Hidden/VFX/System 6/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\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\tZTest + LEqual\n\t\tZWrite On\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 @@ -2811,28 +3529,405 @@ VisualEffectResource: VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS + 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define + IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t// + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ + WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 + pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv + : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// + x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// + w: smoothness\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 vector scale u\n\t\t\t\t// + y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 + normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP + || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define + VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if + USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, + out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool + frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor + : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef + WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef + SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the + editor, this code allow to output the outline correctly\n\t\t\t\toutColor = + float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma + multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile + SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile + _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation @@ -2898,37 +3993,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -3075,37 +4170,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -3328,7 +4423,8 @@ VisualEffectResource: \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n \ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x684) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0x8 + 0x687) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index @@ -3336,8 +4432,9 @@ VisualEffectResource: index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x684) - << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687) + << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + 0x684) << + 2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n \ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n \ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n @@ -3345,70 +4442,54 @@ VisualEffectResource: - compute: 1 name: '[System 8]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 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 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 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 + 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 + 0x155E80) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\tfloat3 + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition - = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout - */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, - deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif - (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xDBCC0) - << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) << - 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << - 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + age_source = age;\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\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 + 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\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xDBCC0) << 2));\n\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\tbool + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 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\tfloat - age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\tAttributeFromCurve_48A86161( /*inout */color, - \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1 - + 0xDBCC0) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xF4380) - << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + age_source = age;\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\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: 1 name: '[System 8]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define - VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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 @@ -3431,7 +4512,9 @@ VisualEffectResource: Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = - Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + 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 @@ -3446,14 +4529,14 @@ VisualEffectResource: = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n \ float3 position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n - \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n float - alpha = (float)1;\n bool alive = (bool)true;\n float3 position_source - = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 - + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 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 @@ -3462,32 +4545,32 @@ VisualEffectResource: = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n - \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if - VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex - = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x4 + 0xF4380) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0xF4383) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0x155E80) << 2,uint(alive));\n - \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x61B00) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x61B03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0xDBCC0) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0xF4380) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0xF4383) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ SetAttribute_99EA5134( /*inout */age, 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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0xC + 0x8) << 2,asuint(color));\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 + * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC + + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 0 name: '[System 8]Lit Quad Output' source: "Shader \"Hidden/VFX/System 8/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\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\tZTest + LEqual\n\t\tZWrite On\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 @@ -3498,28 +4581,405 @@ VisualEffectResource: VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS + 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define + IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define + VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t// + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ + WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 + pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv + : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// + x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// + w: smoothness\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 vector scale u\n\t\t\t\t// + y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 + normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP + || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define + VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if + USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, + out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool + frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor + : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef + WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef + SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the + editor, this code allow to output the outline correctly\n\t\t\t\toutColor = + float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// + x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// + z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX, + inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY, + float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera + */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t + \ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY + /= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX + = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t + \ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t + \ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma + multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile + SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile + _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation @@ -3585,37 +5045,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -3762,37 +5222,37 @@ VisualEffectResource: (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF4380) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xF4383) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat - lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat - age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 @@ -3848,10 +5308,13 @@ VisualEffectResource: 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_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_PARTICLEID_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_TARGETPOSITION_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define - VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT + 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define + VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT + 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if @@ -3891,50 +5354,68 @@ VisualEffectResource: \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n \ float3 targetPosition = float3(0, 0, 0);\n float age = (float)0;\n \ float size = (float)0.100000001;\n float3 velocity = float3(0, - 0, 0);\n float alpha = (float)1;\n uint particleId = (uint)0;\n - \ bool alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + 0, 0);\n float angularVelocityX = (float)0;\n float angularVelocityY + = (float)0;\n float angularVelocityZ = (float)0;\n uint seed = + (uint)0;\n uint particleId = (uint)0;\n bool alive = (bool)true;\n + \ float angleX = (float)0;\n float angleY = (float)0;\n float + angleZ = (float)0;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x680) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex - ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_w - = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_w);\n - \ }\n {\n float tmp_w = lifetime_source;\n SetAttribute_F011C510( - /*inout */lifetime, tmp_w);\n }\n {\n float3 tmp_w + ^ 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 float3 tmp_ba = targetPosition_source;\n SetAttribute_2CF667B3( /*inout */targetPosition, - tmp_w);\n }\n {\n float tmp_w = lifetime_source;\n - \ SetAttribute_F011C510( /*inout */lifetime, tmp_w);\n }\n - \ {\n float tmp_w = age_source;\n SetAttribute_99EA5134( - /*inout */age, tmp_w);\n }\n {\n SetAttribute_3278B22F( + tmp_ba);\n }\n {\n float tmp_ba = lifetime_source;\n + \ SetAttribute_F011C510( /*inout */lifetime, tmp_ba);\n }\n + \ {\n float tmp_ba = age_source;\n SetAttribute_99EA5134( + /*inout */age, tmp_ba);\n }\n {\n SetAttribute_3278B22F( /*inout */size, (float)0);\n }\n {\n SetAttribute_EC596BAC( - /*inout */lifetime, (float)5);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + /*inout */lifetime, (float)15);\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 + 0x40000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x3 + 0x90000) << 2,asuint(size));\n attributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x3 + 0x90001) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0xC0000) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x3 + 0x90002) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n + * 0x8 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x5 + 0xD0000) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x8 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x50004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index + * 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index + * 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index + * 0x8 + 0x50007) << 2,asuint(seed));\n attributeBuffer.Store((index + * 0x1 + 0x120000) << 2,asuint(particleId));\n attributeBuffer.Store((index + * 0x5 + 0xD0001) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x5 + 0xD0002) << 2,asuint(angleX));\n attributeBuffer.Store((index + * 0x5 + 0xD0003) << 2,asuint(angleY));\n attributeBuffer.Store((index + * 0x5 + 0xD0004) << 2,asuint(angleZ));\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 + 0x40000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x3 + 0x90000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x3 + 0x90001) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0xC0000) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x3 + 0x90002) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + * 0x8 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x5 + 0xD0000) << 2,asuint(size));\n attributeBuffer.Store3((index * + 0x8 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x50004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index + * 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index + * 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index + * 0x8 + 0x50007) << 2,asuint(seed));\n attributeBuffer.Store((index * + 0x1 + 0x120000) << 2,asuint(particleId));\n attributeBuffer.Store((index + * 0x5 + 0xD0001) << 2,uint(alive));\n attributeBuffer.Store((index * + 0x5 + 0xD0002) << 2,asuint(angleX));\n attributeBuffer.Store((index * + 0x5 + 0xD0003) << 2,asuint(angleY));\n attributeBuffer.Store((index * + 0x5 + 0xD0004) << 2,asuint(angleZ));\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_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_PARTICLEID_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 + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT + 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT + 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT + 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float uniform_b;\n float 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 @@ -3959,91 +5440,135 @@ VisualEffectResource: * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n age += - (LifetimeLoss * lifetime);\n \n }\n}\nvoid SetAttribute_D2A5B469(inout - float alpha, float Alpha) /*attribute:alpha Composition:Add Source:Slot Random:Off - channels:XYZ */\n{\n alpha += Alpha;\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 * 0x3 - + 0x90002) << 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 * 0x1 + 0x40000) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x50003) << 2));\n\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x3 + 0x90000) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x3 + 0x90001) << 2));\n\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\tfloat3 + (LifetimeLoss * lifetime);\n \n }\n}\nvoid SetAttribute_F6DAC92F(inout + float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ, + inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Add + Source:Slot Random:PerComponent channels:XYZ */\n{\n angularVelocityX += + lerp(A.x,B.x,RAND);\n angularVelocityY += lerp(A.y,B.y,RAND);\n angularVelocityZ + += lerp(A.z,B.z,RAND);\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + AngularEulerIntegration(inout float angleX, float angularVelocityX, inout float + angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ, + float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n \n + \ angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ + * deltaTime;\n \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 + * 0x5 + 0xD0001) << 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 * 0x1 + 0x40000) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x50003) << 2));\n\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x50000) << 2));\n\t\t\tfloat + angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x50004) << 2));\n\t\t\tfloat + angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x50005) << 2));\n\t\t\tfloat + angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x50006) << 2));\n\t\t\tuint + seed = (attributeBuffer.Load((index * 0x8 + 0x50007) << 2));\n\t\t\tuint particleId + = (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\t\tfloat angleX + = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0002) << 2));\n\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0003) << 2));\n\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0004) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tSetAttribute_CAC29747( - /*inout */position, position);\n\t\t\t{\n\t\t\t bool tmp_z = age > (float)10;\n\t\t\t - \ float tmp_bc = tmp_z ? (float)-4 : (float)0;\n\t\t\t uint tmp_be = particleId - ^ asuint(uniform_b);\n\t\t\t float tmp_bf = FixedRand(tmp_be);\n\t\t\t float - tmp_bg = tmp_bf * (float)-2;\n\t\t\t float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t - \ float tmp_bi = tmp_z ? tmp_bh : (float)0;\n\t\t\t float3 tmp_bj = float3(tmp_bc, - tmp_bi, (float)0);\n\t\t\t Gravity( /*inout */velocity, tmp_bj, deltaTime_b);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ SetAttribute_2EBDF112( /*inout */size, (float)0.00499999989);\n\t\t\t}\n\t\t\t{\n\t\t\t + /*inout */position, position);\n\t\t\t{\n\t\t\t bool tmp_bd = age > (float)10;\n\t\t\t + \ uint tmp_bf = particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bg = + FixedRand(tmp_bf);\n\t\t\t float tmp_bh = tmp_bg * (float)-2;\n\t\t\t float + tmp_bi = (float)-2 + tmp_bh;\n\t\t\t float tmp_bk = tmp_bd ? tmp_bi : (float)0;\n\t\t\t + \ float tmp_bm = tmp_bd ? (float)-0.800000012 : (float)0;\n\t\t\t float + tmp_bo = tmp_bd ? (float)-4 : (float)0;\n\t\t\t float3 tmp_bp = float3(tmp_bk, + tmp_bm, tmp_bo);\n\t\t\t Gravity( /*inout */velocity, tmp_bp, deltaTime_b);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ bool tmp_bd = age > (float)10;\n\t\t\t float tmp_bg = tmp_bd ? (float)0 + : (float)0.00999999978;\n\t\t\t SetAttribute_2EBDF112( /*inout */size, tmp_bg);\n\t\t\t}\n\t\t\t{\n\t\t\t \ CollisionPlane_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(0, 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0, (float)0, - deltaTime_b, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t - \ SetAttribute_D2A5B469( /*inout */alpha, (float)-0.00100000005);\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, float3(0, 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982, + (float)0, deltaTime_b, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t + \ bool tmp_bd = age > (float)10;\n\t\t\t float tmp_bg = tmp_bd ? (float)5 + : (float)0;\n\t\t\t float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t\t + \ SetAttribute_F6DAC92F( /*inout */angularVelocityX, /*inout */angularVelocityY, + \ /*inout */angularVelocityZ, /*inout */seed, tmp_bh, float3(0, 0, 0));\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\t\tAngularEulerIntegration( + /*inout */angleX, angularVelocityX, /*inout */angleY, angularVelocityY, /*inout + */angleZ, angularVelocityZ, 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 * - 0x4 + 0x50003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x3 - + 0x90000) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 - + 0x50000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x3 - + 0x90001) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + 0x8 + 0x50003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x5 + + 0xD0000) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x50000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + + 0x50004) << 2,asuint(angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x50007) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store((index * + 0x5 + 0xD0002) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * + 0x5 + 0xD0003) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * + 0x5 + 0xD0004) << 2,asuint(angleZ));\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 - * 0x3 + 0x90002) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + * 0x5 + 0xD0001) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x50003) << 2));\n\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x3 + 0x90000) << 2));\n\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x3 + 0x90001) << 2));\n\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x3 + 0x90002) << 2));\n\t\tfloat3 position_source - = position;\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat3 targetPosition_source - = float3(0, 0, 0);\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x50003) << 2));\n\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x50000) << 2));\n\t\tfloat + angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x50004) << 2));\n\t\tfloat + angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x50005) << 2));\n\t\tfloat + angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x50006) << 2));\n\t\tuint + seed = (attributeBuffer.Load((index * 0x8 + 0x50007) << 2));\n\t\tuint particleId + = (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index + * 0x5 + 0xD0001) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0002) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0003) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0004) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat3 targetPosition_source = float3(0, 0, + 0);\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\tSetAttribute_CAC29747( /*inout */position, - position);\n\t\t{\n\t\t bool tmp_z = age > (float)10;\n\t\t float tmp_bc - = tmp_z ? (float)-4 : (float)0;\n\t\t uint tmp_be = particleId ^ asuint(uniform_b);\n\t\t - \ float tmp_bf = FixedRand(tmp_be);\n\t\t float tmp_bg = tmp_bf * (float)-2;\n\t\t - \ float tmp_bh = (float)-2 + tmp_bg;\n\t\t float tmp_bi = tmp_z ? tmp_bh - : (float)0;\n\t\t float3 tmp_bj = float3(tmp_bc, tmp_bi, (float)0);\n\t\t - \ Gravity( /*inout */velocity, tmp_bj, deltaTime_b);\n\t\t}\n\t\t{\n\t\t SetAttribute_2EBDF112( - /*inout */size, (float)0.00499999989);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( + position);\n\t\t{\n\t\t bool tmp_bd = age > (float)10;\n\t\t uint tmp_bf + = particleId ^ asuint(uniform_b);\n\t\t float tmp_bg = FixedRand(tmp_bf);\n\t\t + \ float tmp_bh = tmp_bg * (float)-2;\n\t\t float tmp_bi = (float)-2 + tmp_bh;\n\t\t + \ float tmp_bk = tmp_bd ? tmp_bi : (float)0;\n\t\t float tmp_bm = tmp_bd + ? (float)-0.800000012 : (float)0;\n\t\t float tmp_bo = tmp_bd ? (float)-4 + : (float)0;\n\t\t float3 tmp_bp = float3(tmp_bk, tmp_bm, tmp_bo);\n\t\t Gravity( + /*inout */velocity, tmp_bp, deltaTime_b);\n\t\t}\n\t\t{\n\t\t bool tmp_bd + = age > (float)10;\n\t\t float tmp_bg = tmp_bd ? (float)0 : (float)0.00999999978;\n\t\t + \ SetAttribute_2EBDF112( /*inout */size, tmp_bg);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0, - 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0, (float)0, deltaTime_b, - (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t SetAttribute_D2A5B469( - /*inout */alpha, (float)-0.00100000005);\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 * - 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + - 0x50003) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x3 + 0x90000) - << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x50000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index - * 0x3 + 0x90001) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x3 - + 0x90002) << 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] + 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982, (float)0, deltaTime_b, + (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t bool tmp_bd + = age > (float)10;\n\t\t float tmp_bg = tmp_bd ? (float)5 : (float)0;\n\t\t + \ float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t SetAttribute_F6DAC92F( + /*inout */angularVelocityX, /*inout */angularVelocityY, /*inout */angularVelocityZ, + \ /*inout */seed, tmp_bh, float3(0, 0, 0));\n\t\t}\n\t\tEulerIntegration( /*inout + */position, velocity, deltaTime_b);\n\t\tAngularEulerIntegration( /*inout */angleX, + angularVelocityX, /*inout */angleY, angularVelocityY, /*inout */angleZ, angularVelocityZ, + 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 * 0x8 + 0x50003) << + 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0000) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x50000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * + 0x8 + 0x50004) << 2,asuint(angularVelocityX));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x50007) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index * 0x5 + + 0xD0001) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0002) + << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0003) << + 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0004) << 2,asuint(angleZ));\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]Lit Triangle Output' - source: "Shader \"Hidden/VFX/System 9/Lit Triangle Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + name: '[System 9]A Lit Triangle Output' + source: "Shader \"Hidden/VFX/System 9/(A) Lit Triangle Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_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 @@ -4056,8 +5581,9 @@ VisualEffectResource: 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_TRIANGLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define + \ float uniform_b;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t + \ uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D attributeMap_b;\n\t\tSamplerState + samplerattributeMap_b;\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer @@ -4115,54 +5641,83 @@ VisualEffectResource: Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\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 + \ \n\t\t\t}\n\t\t\tvoid AttributeFromMap_9AACC55(inout float3 color, uint + particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 valueScale) + /*attribute:color Composition:Overwrite SampleMode:RandomConstantPerParticle + channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t + \ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width + * height;\n\t\t\t uint id = FIXED_RAND(Seed) * count;\n\t\t\t uint y = + id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x, + y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t color + = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float alpha, float + Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n\t\t\t{\n\t\t\t alpha = Alpha;\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 * 0x3 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x3 + 0x90001) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1, 1, 1);\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index - * 0x3 + 0x90002) << 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 + size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 * 0x5 + 0xD0001) << 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 = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0004) << 2));\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\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x3 + 0x90002) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x5 + 0xD0001) << 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 * 0x3 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x3 + 0x90001) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1, 1, 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 + size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0004) << 2));\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\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_z = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_ba = - FixedRand(tmp_z);\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba, tmp_ba);\n\t\t\t\t - \ float3 tmp_bd = tmp_bb * tmp_bb;\n\t\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t\t - \ float tmp_bf = tmp_bd[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t - \ float tmp_bh = tmp_bd[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t - \ float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t\t float tmp_bl = (float)1 - / tmp_bk;\n\t\t\t\t float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t\t\t - \ float3 tmp_bn = tmp_bb * tmp_bm;\n\t\t\t\t Orient_4( /*inout */axisX, - \ /*inout */axisY, /*inout */axisZ, float3(0, 0, 1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + \ uint tmp_bg = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_bh + = FixedRand(tmp_bg);\n\t\t\t\t float tmp_bj = tmp_bh * (float)20;\n\t\t\t\t + \ float tmp_bk = (float)-10 + tmp_bj;\n\t\t\t\t uint tmp_bl = particleId + ^ asuint(uniform_c);\n\t\t\t\t float tmp_bm = FixedRand(tmp_bl);\n\t\t\t\t + \ float tmp_bn = tmp_bm * (float)20;\n\t\t\t\t float tmp_bo = (float)-10 + + tmp_bn;\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_d);\n\t\t\t\t + \ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq * (float)20;\n\t\t\t\t + \ float tmp_bs = (float)-10 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3(tmp_bk, + tmp_bo, tmp_bs);\n\t\t\t\t float3 tmp_bv = tmp_bt * tmp_bt;\n\t\t\t\t float + tmp_bw = tmp_bv[2];\n\t\t\t\t float tmp_bx = tmp_bv[1];\n\t\t\t\t float + tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_bz = tmp_bv[0];\n\t\t\t\t float + tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t float tmp_cc = pow(tmp_ca, (float)0.5);\n\t\t\t\t + \ float tmp_cd = (float)1 / tmp_cc;\n\t\t\t\t float3 tmp_ce = float3(tmp_cd, + tmp_cd, tmp_cd);\n\t\t\t\t float3 tmp_cf = tmp_bt * tmp_ce;\n\t\t\t\t float3 + tmp_cg = float3(tmp_bs, tmp_bo, tmp_bk);\n\t\t\t\t float3 tmp_ch = tmp_cg + * tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = + tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl + = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float + tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t + \ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq + = tmp_cg * tmp_cp;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, + \ /*inout */axisZ, tmp_cf, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_9AACC55( + /*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), + (uint)0, float3(0, 0, 0), float3(1, 10, 10));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, (float)2);\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 @@ -4263,90 +5818,190 @@ VisualEffectResource: = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" - - compute: 1 - name: '[Trail]CameraSort' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 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 4]CameraSort' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"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 8]CameraSort' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"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: 0 + name: '[System 9]B Triangle Output' + source: "Shader \"Hidden/VFX/System 9/(B) Triangle 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_PARTICLEID_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 VFX_PRIMITIVE_TRIANGLE + 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + \ float uniform_b;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t + \ uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D attributeMap_b;\n\t\tSamplerState + samplerattributeMap_b;\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_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 + Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ + = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t + \ \n\t\t\t}\n\t\t\tvoid AttributeFromMap_9AACC55(inout float3 color, uint + particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 valueScale) + /*attribute:color Composition:Overwrite SampleMode:RandomConstantPerParticle + channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t + \ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width + * height;\n\t\t\t uint id = FIXED_RAND(Seed) * count;\n\t\t\t uint y = + id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x, + y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t color + = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float alpha, float + Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n\t\t\t{\n\t\t\t alpha = Alpha;\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 * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 * 0x5 + 0xD0001) << 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 = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0004) << 2));\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\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x5 + 0xD0001) << 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 * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x5 + 0xD0004) << 2));\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\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ uint tmp_bg = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_bh + = FixedRand(tmp_bg);\n\t\t\t\t float tmp_bj = tmp_bh * (float)20;\n\t\t\t\t + \ float tmp_bk = (float)-10 + tmp_bj;\n\t\t\t\t uint tmp_bl = particleId + ^ asuint(uniform_c);\n\t\t\t\t float tmp_bm = FixedRand(tmp_bl);\n\t\t\t\t + \ float tmp_bn = tmp_bm * (float)20;\n\t\t\t\t float tmp_bo = (float)-10 + + tmp_bn;\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_d);\n\t\t\t\t + \ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq * (float)20;\n\t\t\t\t + \ float tmp_bs = (float)-10 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3(tmp_bk, + tmp_bo, tmp_bs);\n\t\t\t\t float3 tmp_bv = tmp_bt * tmp_bt;\n\t\t\t\t float + tmp_bw = tmp_bv[2];\n\t\t\t\t float tmp_bx = tmp_bv[1];\n\t\t\t\t float + tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_bz = tmp_bv[0];\n\t\t\t\t float + tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t float tmp_cc = pow(tmp_ca, (float)0.5);\n\t\t\t\t + \ float tmp_cd = (float)1 / tmp_cc;\n\t\t\t\t float3 tmp_ce = float3(tmp_cd, + tmp_cd, tmp_cd);\n\t\t\t\t float3 tmp_cf = tmp_bt * tmp_ce;\n\t\t\t\t float3 + tmp_cg = float3(tmp_bs, tmp_bk, tmp_bo);\n\t\t\t\t float3 tmp_ch = tmp_cg + * tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj = + tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl + = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float + tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t + \ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq + = tmp_cg * tmp_cp;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, + \ /*inout */axisZ, tmp_cf, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_9AACC55( + /*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), + (uint)0, float3(0, 0, 0), float3(1, 10, 10));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, (float)2);\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 9]CameraSort' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT @@ -4371,24 +6026,24 @@ VisualEffectResource: m_Infos: m_Expressions: m_Expressions: - - op: 8 + - op: 1 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 + data[3]: 6 - op: 1 valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - - op: 62 + - op: 8 valueIndex: 2 - data[0]: 1 - data[1]: 0 + data[0]: -1 + data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: -1 - op: 1 valueIndex: 3 data[0]: -1 @@ -4400,145 +6055,175 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 6 - op: 1 - valueIndex: 6 + valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 - - op: 5 - valueIndex: 8 - data[0]: 5 - data[1]: -1 - data[2]: 1 - data[3]: 2 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 5 - valueIndex: 10 - data[0]: 5 - data[1]: -1 - data[2]: 0 - data[3]: 2 - - op: 5 - valueIndex: 11 - data[0]: 4 - data[1]: -1 - data[2]: 0 - data[3]: 2 - - op: 62 - valueIndex: 12 - data[0]: 3 - data[1]: 0 - data[2]: -1 data[3]: 6 - - op: 5 - valueIndex: 13 + - op: 62 + valueIndex: 6 + data[0]: 5 + data[1]: 2 + data[2]: -1 + data[3]: 6 + - op: 62 + valueIndex: 7 + data[0]: 3 + data[1]: 2 + data[2]: -1 + data[3]: 6 + - op: 62 + valueIndex: 8 + data[0]: 0 + data[1]: 2 + data[2]: -1 + data[3]: 6 + - op: 62 + valueIndex: 9 + data[0]: 1 + data[1]: 2 + data[2]: -1 + data[3]: 6 + - op: 62 + valueIndex: 10 data[0]: 4 - data[1]: -1 - data[2]: 1 - data[3]: 2 + data[1]: 2 + data[2]: -1 + data[3]: 6 - op: 1 - valueIndex: 14 + valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 1 + valueIndex: 12 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 13 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 62 + valueIndex: 14 + data[0]: 13 + data[1]: 2 + data[2]: -1 + data[3]: 6 - op: 1 valueIndex: 15 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 6 - op: 1 valueIndex: 16 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 29 - valueIndex: 17 - data[0]: 6 - data[1]: 11 - data[2]: -1 - data[3]: 1 - - op: 29 + data[3]: 2 + - op: 62 valueIndex: 18 - data[0]: 8 - data[1]: 9 + data[0]: 15 + data[1]: 2 data[2]: -1 - data[3]: 1 + data[3]: 6 - op: 1 valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 2 + - op: 5 valueIndex: 21 - data[0]: -1 + data[0]: 16 data[1]: -1 - data[2]: -1 - data[3]: 1 + data[2]: 1 + data[3]: 2 - op: 1 valueIndex: 22 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 5 valueIndex: 23 + data[0]: 18 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 5 + valueIndex: 24 + data[0]: 16 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 1 + valueIndex: 25 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 14 + data[3]: 1 + - op: 5 + valueIndex: 26 + data[0]: 18 + data[1]: -1 + data[2]: 0 + data[3]: 2 - op: 1 - valueIndex: 24 + valueIndex: 27 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 29 - valueIndex: 25 - data[0]: 13 - data[1]: 19 + valueIndex: 28 + data[0]: 22 + data[1]: 24 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 26 + valueIndex: 29 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 4 + data[3]: 1 - op: 1 valueIndex: 30 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 29 valueIndex: 31 - data[0]: -1 - data[1]: -1 + data[0]: 19 + data[1]: 21 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 1 valueIndex: 32 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 1 + valueIndex: 33 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 34 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 35 data[0]: -1 @@ -4562,81 +6247,177 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 31 - valueIndex: 41 - data[0]: 22 - data[1]: 18 + data[3]: 13 + - op: 1 + valueIndex: 39 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 14 + - op: 29 + valueIndex: 40 + data[0]: 25 + data[1]: 31 data[2]: -1 data[3]: 1 - - op: 3 - valueIndex: 42 - data[0]: 23 - data[1]: 23 - data[2]: 23 - data[3]: -1 - - op: 6 - valueIndex: 45 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - op: 1 - valueIndex: 46 + valueIndex: 41 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 1 + - op: 1 + valueIndex: 42 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 43 + data[0]: 40 + data[1]: 34 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 44 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 - op: 1 valueIndex: 47 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 1 valueIndex: 48 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 valueIndex: 49 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 4 + - op: 3 + valueIndex: 53 + data[0]: 38 + data[1]: 38 + data[2]: 38 + data[3]: -1 - op: 1 - valueIndex: 50 + valueIndex: 56 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 51 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 54 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - op: 1 valueIndex: 57 data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 59 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 61 + data[0]: -1 + data[1]: -1 + data[2]: -1 data[3]: 3 + - op: 1 + valueIndex: 64 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 67 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 70 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 72 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 73 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 74 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 75 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 6 + valueIndex: 76 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 77 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 - op: 57 - valueIndex: 60 - data[0]: 21 + valueIndex: 78 + data[0]: 37 + data[1]: -1 + data[2]: -1 + data[3]: 0 + - op: 1 + valueIndex: 79 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 1 + valueIndex: 80 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 81 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 56 + valueIndex: 84 + data[0]: 36 data[1]: -1 data[2]: -1 data[3]: 0 - op: 9 - valueIndex: 61 + valueIndex: 88 data[0]: -1 data[1]: -1 data[2]: -1 @@ -4647,77 +6428,128 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 7 - m_Value: -2 - - m_ExpressionIndex: 12 - m_Value: 0.5 - - m_ExpressionIndex: 13 - m_Value: 1 - - m_ExpressionIndex: 14 - m_Value: 10 - - m_ExpressionIndex: 17 - m_Value: -4 - - m_ExpressionIndex: 18 - m_Value: 0 - - m_ExpressionIndex: 19 - m_Value: 0.05116279 - - m_ExpressionIndex: 20 + - m_ExpressionIndex: 11 m_Value: 20 - - m_ExpressionIndex: 22 - m_Value: 0.2 - - m_ExpressionIndex: 25 - m_Value: 0.1 - - m_ExpressionIndex: 28 - m_Value: 5 - - m_ExpressionIndex: 29 - m_Value: 0.005 - - m_ExpressionIndex: 30 - m_Value: -0.001 - - m_ExpressionIndex: 37 - m_Value: 2 - - m_ExpressionIndex: 38 + - m_ExpressionIndex: 12 + m_Value: -10 + - m_ExpressionIndex: 20 m_Value: 0.5 - - m_ExpressionIndex: 39 + - m_ExpressionIndex: 23 + m_Value: -2 + - m_ExpressionIndex: 25 + m_Value: 1 + - m_ExpressionIndex: 27 + m_Value: 80 + - m_ExpressionIndex: 28 m_Value: 10 + - m_ExpressionIndex: 30 + m_Value: -40 + - m_ExpressionIndex: 31 + m_Value: 0.005763547 + - m_ExpressionIndex: 32 + m_Value: 5 + - m_ExpressionIndex: 33 + m_Value: -4 + - m_ExpressionIndex: 34 + m_Value: 0 + - m_ExpressionIndex: 35 + m_Value: -0.8 + - m_ExpressionIndex: 39 + m_Value: 0.01 + - m_ExpressionIndex: 40 + m_Value: 0.2 + - m_ExpressionIndex: 43 + m_Value: 2 + - m_ExpressionIndex: 47 + m_Value: 0.1 + - m_ExpressionIndex: 54 + m_Value: 10 + - m_ExpressionIndex: 55 + m_Value: 0.08 + - m_ExpressionIndex: 56 + m_Value: 2 + - m_ExpressionIndex: 62 + m_Value: 15 m_Vector2f: m_Array: - - m_ExpressionIndex: 4 + - m_ExpressionIndex: 16 m_Value: {x: 0, y: 0} - - m_ExpressionIndex: 5 + - m_ExpressionIndex: 18 m_Value: {x: 0, y: 0} + - m_ExpressionIndex: 48 + m_Value: {x: 1, y: 1} + - m_ExpressionIndex: 49 + m_Value: {x: 0, y: 0} + - m_ExpressionIndex: 53 + m_Value: {x: 0.5, y: 0.5} m_Vector3f: m_Array: - - m_ExpressionIndex: 27 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 31 - m_Value: {x: 0, y: 0, z: 1} - - m_ExpressionIndex: 40 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 41 - m_Value: {x: 20, y: 20, z: 20} - m_ExpressionIndex: 42 + m_Value: {x: 1, y: 10, z: 10} + - m_ExpressionIndex: 50 m_Value: {x: 0, y: 0, z: 0} + - m_ExpressionIndex: 51 + m_Value: {x: 20, y: 20, z: 20} + - m_ExpressionIndex: 52 + m_Value: {x: 1, y: 1, z: 1} + - m_ExpressionIndex: 63 + m_Value: {x: 0, y: 1, z: 0} m_Vector4f: m_Array: - - m_ExpressionIndex: 24 + - m_ExpressionIndex: 45 m_Value: {x: 0, y: 1, z: 0, w: 0} m_Uint: m_Array: + - m_ExpressionIndex: 0 + m_Value: 333 - m_ExpressionIndex: 1 - m_Value: 0 + m_Value: 189 - m_ExpressionIndex: 3 + m_Value: 287 + - m_ExpressionIndex: 4 + m_Value: 41 + - m_ExpressionIndex: 5 + m_Value: 150 + - m_ExpressionIndex: 13 + m_Value: 0 + - m_ExpressionIndex: 15 m_Value: 2122 - - m_ExpressionIndex: 35 + - m_ExpressionIndex: 57 m_Value: 1 m_Int: m_Array: [] m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: [] + m_Array: + - m_ExpressionIndex: 36 + m_Value: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0.016666412 + value: 0.24294439 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 2.545845 + value: 0.9929199 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 m_Gradient: m_Array: - - m_ExpressionIndex: 21 + - m_ExpressionIndex: 37 m_Value: serializedVersion: 2 key0: {r: 0.06480328, g: 0.07818743, b: 0.16202943, a: 1} @@ -4749,29 +6581,31 @@ VisualEffectResource: m_NumAlphaKeys: 2 m_NamedObject: m_Array: - - m_ExpressionIndex: 26 + - m_ExpressionIndex: 44 + m_Value: {fileID: 2800000, guid: 6e2d969ed41721c4cba46e4289d3705a, type: 3} + - m_ExpressionIndex: 59 + m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} + - m_ExpressionIndex: 61 m_Value: {fileID: 0} - - m_ExpressionIndex: 36 - m_Value: {fileID: 2800000, guid: 53f2a7e5f246da14c87a9fd92ecb804c, type: 3} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Branch Rate - index: 37 + index: 56 - nameId: Growth Kill - index: 19 + index: 31 - nameId: Lifetime - index: 39 + index: 54 - nameId: Max Angle - index: 5 + index: 16 - nameId: Min Angle - index: 4 + index: 18 - nameId: New Gradient - index: 21 + index: 37 - nameId: Rate - index: 22 - - nameId: Size - index: 38 + index: 40 + - nameId: SizeoverLifetime + index: 36 m_Buffers: - type: 1 size: 2100416 @@ -4782,7 +6616,7 @@ VisualEffectResource: bucket: 0 structure: 12 element: 0 - - name: rateCount_b + - name: age type: 1 offset: bucket: 0 @@ -4794,7 +6628,7 @@ VisualEffectResource: bucket: 0 structure: 12 element: 4 - - name: age + - name: rateCount_d type: 1 offset: bucket: 0 @@ -4845,32 +6679,32 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 40000000 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 50000000 - structure: 8 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 50000000 - structure: 8 + bucket: 0 + structure: 12 element: 3 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 - name: targetPosition type: 3 offset: - bucket: 50000000 - structure: 8 - element: 4 + bucket: 0 + structure: 12 + element: 8 + - name: lifetime + type: 1 + offset: + bucket: 120000000 + structure: 1 + element: 0 - name: age type: 1 offset: @@ -4957,44 +6791,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5075,44 +6903,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5172,12 +6994,18 @@ VisualEffectResource: bucket: 1664 structure: 8 element: 3 + - name: color + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 4 - name: size type: 1 offset: bucket: 1664 structure: 8 - element: 4 + element: 7 capacity: 100 stride: 4 - type: 1 @@ -5187,44 +7015,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5234,7 +7056,7 @@ VisualEffectResource: capacity: 100000 stride: 4 - type: 1 - size: 851968 + size: 1245184 layout: - name: position type: 3 @@ -5252,36 +7074,72 @@ VisualEffectResource: type: 3 offset: bucket: 327680 - structure: 4 + structure: 8 element: 0 - name: age type: 1 offset: bucket: 327680 - structure: 4 + structure: 8 element: 3 + - name: angularVelocityX + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 4 + - name: angularVelocityY + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 5 + - name: angularVelocityZ + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 6 + - name: seed + type: 6 + offset: + bucket: 327680 + structure: 8 + element: 7 - name: size type: 1 offset: - bucket: 589824 - structure: 3 + bucket: 851968 + structure: 5 element: 0 - - name: alpha - type: 1 - offset: - bucket: 589824 - structure: 3 - element: 1 - name: alive type: 17 offset: - bucket: 589824 - structure: 3 + bucket: 851968 + structure: 5 + element: 1 + - name: angleX + type: 1 + offset: + bucket: 851968 + structure: 5 element: 2 + - name: angleY + type: 1 + offset: + bucket: 851968 + structure: 5 + element: 3 + - name: angleZ + type: 1 + offset: + bucket: 851968 + structure: 5 + element: 4 - name: particleId type: 6 offset: - bucket: 786432 + bucket: 1179648 structure: 1 element: 0 capacity: 65536 @@ -5335,7 +7193,7 @@ VisualEffectResource: bucket: 0 structure: 12 element: 0 - - name: rateCount_b + - name: age type: 1 offset: bucket: 0 @@ -5347,7 +7205,7 @@ VisualEffectResource: bucket: 0 structure: 12 element: 4 - - name: age + - name: rateCount_d type: 1 offset: bucket: 0 @@ -5419,32 +7277,32 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 40000000 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 50000000 - structure: 8 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 50000000 - structure: 8 + bucket: 0 + structure: 12 element: 3 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 - name: targetPosition type: 3 offset: - bucket: 50000000 - structure: 8 - element: 4 + bucket: 0 + structure: 12 + element: 8 + - name: lifetime + type: 1 + offset: + bucket: 120000000 + structure: 1 + element: 0 - name: age type: 1 offset: @@ -5469,21 +7327,6 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 10000000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 10000000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 10000000 - layout: [] - capacity: 0 - stride: 8 - type: 1 size: 2688 layout: @@ -5566,44 +7409,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5622,21 +7459,6 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 100000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - type: 1 size: 2688 layout: @@ -5719,44 +7541,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5775,21 +7591,6 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 100000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - type: 1 size: 2688 layout: @@ -5841,12 +7642,18 @@ VisualEffectResource: bucket: 1664 structure: 8 element: 3 + - name: color + type: 3 + offset: + bucket: 1664 + structure: 8 + element: 4 - name: size type: 1 offset: bucket: 1664 structure: 8 - element: 4 + element: 7 capacity: 128 stride: 4 - type: 4 @@ -5866,44 +7673,38 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: targetPosition - type: 3 - offset: - bucket: 400128 - structure: 4 + structure: 12 element: 0 - name: size type: 1 offset: - bucket: 400128 - structure: 4 + bucket: 0 + structure: 12 element: 3 + - name: targetPosition + type: 3 + offset: + bucket: 0 + structure: 12 + element: 4 + - name: color + type: 3 + offset: + bucket: 0 + structure: 12 + element: 8 - name: lifetime type: 1 offset: - bucket: 800256 + bucket: 1200384 structure: 1 element: 0 - name: age type: 1 offset: - bucket: 900288 + bucket: 1300416 structure: 1 element: 0 - - name: color - type: 3 - offset: - bucket: 1000320 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 1000320 - structure: 4 - element: 3 - name: alive type: 17 offset: @@ -5922,23 +7723,8 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 100000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 100000 - layout: [] - capacity: 0 - stride: 8 - type: 1 - size: 851968 + size: 1245184 layout: - name: position type: 3 @@ -5956,36 +7742,72 @@ VisualEffectResource: type: 3 offset: bucket: 327680 - structure: 4 + structure: 8 element: 0 - name: age type: 1 offset: bucket: 327680 - structure: 4 + structure: 8 element: 3 + - name: angularVelocityX + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 4 + - name: angularVelocityY + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 5 + - name: angularVelocityZ + type: 1 + offset: + bucket: 327680 + structure: 8 + element: 6 + - name: seed + type: 6 + offset: + bucket: 327680 + structure: 8 + element: 7 - name: size type: 1 offset: - bucket: 589824 - structure: 3 + bucket: 851968 + structure: 5 element: 0 - - name: alpha - type: 1 - offset: - bucket: 589824 - structure: 3 - element: 1 - name: alive type: 17 offset: - bucket: 589824 - structure: 3 + bucket: 851968 + structure: 5 + element: 1 + - name: angleX + type: 1 + offset: + bucket: 851968 + structure: 5 element: 2 + - name: angleY + type: 1 + offset: + bucket: 851968 + structure: 5 + element: 3 + - name: angleZ + type: 1 + offset: + bucket: 851968 + structure: 5 + element: 4 - name: particleId type: 6 offset: - bucket: 786432 + bucket: 1179648 structure: 1 element: 0 capacity: 65536 @@ -6039,13 +7861,24 @@ VisualEffectResource: element: 0 initialData: data: 00000000 + - capacity: 1 + stride: 1 + layout: + - name: spawnCount + type: 1 + offset: + bucket: 0 + structure: 1 + element: 0 + initialData: + data: 00000000 m_Events: - name: OnPlay playSystems: 00000000 stopSystems: - name: OnStop playSystems: - stopSystems: 00000000 + stopSystems: 0000000001000000 m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -6067,12 +7900,45 @@ VisualEffectResource: index: 1 values: [] tasks: + - type: 268435457 + buffers: [] + temporaryBuffers: [] + values: + - nameId: Count + index: 48 + - nameId: Delay + index: 53 + params: [] + processor: {fileID: 0} + shaderSourceIndex: -1 + - type: 0 + flags: 0 + capacity: 0 + layer: 4294967295 + buffers: + - nameId: spawner_output + index: 2 + - nameId: spawner_input_OnPlay + index: 1 + values: [] + tasks: - type: 268435456 buffers: [] temporaryBuffers: [] values: - nameId: Rate - index: 32 + index: 41 + params: [] + processor: {fileID: 0} + shaderSourceIndex: -1 + - type: 268435457 + buffers: [] + temporaryBuffers: [] + values: + - nameId: Count + index: 48 + - nameId: Delay + index: 49 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -6090,12 +7956,12 @@ VisualEffectResource: - nameId: deadListCount index: 20 - nameId: spawner_input - index: 1 + index: 2 values: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 tasks: - type: 536870912 buffers: @@ -6110,26 +7976,24 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: uniform_b - index: 2 + index: 14 - nameId: uniform_c - index: 10 + index: 17 - nameId: uniform_d - index: 9 + index: 24 - nameId: uniform_e - index: 16 + index: 26 - nameId: uniform_f - index: 11 + index: 21 - nameId: uniform_g - index: 15 + index: 29 - nameId: Lifetime_c - index: 39 - - nameId: Size_d - index: 38 + index: 54 params: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -6144,19 +8008,21 @@ VisualEffectResource: index: 10 temporaryBuffers: [] values: - - nameId: Rate_b - index: 37 - - nameId: deltaTime_b - index: 34 - - nameId: Velocity_c - index: 33 - - nameId: Color_d - index: 43 + - nameId: Size_b + index: 64 + - nameId: Rate_d + index: 56 + - nameId: deltaTime_d + index: 58 + - nameId: Velocity_e + index: 46 + - nameId: Color_f + index: 60 params: [] processor: {fileID: 0} shaderSourceIndex: 1 - type: 1 - flags: 7 + flags: 5 capacity: 10000000 layer: 1 buffers: @@ -6170,17 +8036,11 @@ VisualEffectResource: index: 22 - nameId: deadListCount index: 23 - - nameId: indirectBuffer - index: 24 - - nameId: sortBufferA - index: 25 - - nameId: sortBufferB - index: 26 values: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 tasks: - type: 536870912 buffers: @@ -6198,9 +8058,9 @@ VisualEffectResource: values: [] params: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 processor: {fileID: 0} shaderSourceIndex: 2 - type: 805306368 @@ -6209,49 +8069,24 @@ VisualEffectResource: index: 1 - nameId: deadListOut index: 22 - - nameId: indirectBuffer - index: 24 temporaryBuffers: [] values: - nameId: deltaTime_a - index: 34 + index: 58 params: [] processor: {fileID: 0} shaderSourceIndex: 3 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: inputBuffer - index: 24 - - nameId: outputBuffer - index: 25 - - nameId: deadListCount - index: 23 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 44 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 23 - type: 1073741826 buffers: - nameId: attributeBuffer index: 1 - - nameId: indirectBuffer - index: 24 - - nameId: deadListCount - index: 23 temporaryBuffers: [] values: - nameId: baseColorMap - index: 26 + index: 61 params: - nameId: sortPriority index: 0 - - nameId: indirectDraw - index: 1 processor: {fileID: 0} shaderSourceIndex: 8 - type: 1 @@ -6266,14 +8101,14 @@ VisualEffectResource: - nameId: eventList index: 10 - nameId: deadList - index: 28 + index: 25 - nameId: deadListCount - index: 29 + index: 26 values: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 tasks: - type: 536870912 buffers: @@ -6282,22 +8117,22 @@ VisualEffectResource: - nameId: eventList index: 10 - nameId: deadListIn - index: 28 + index: 25 - nameId: deadListCount - index: 29 + index: 26 - nameId: sourceAttributeBuffer index: 0 temporaryBuffers: [] values: - nameId: uniform_b - index: 9 + index: 24 - nameId: uniform_c - index: 16 + index: 26 params: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 processor: {fileID: 0} shaderSourceIndex: 5 - type: 805306368 @@ -6305,7 +8140,7 @@ VisualEffectResource: - nameId: attributeBuffer index: 2 - nameId: deadListOut - index: 28 + index: 25 - nameId: eventListOut_a index: 11 - nameId: eventListOut_b @@ -6313,16 +8148,16 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Rate_b - index: 37 + index: 56 - nameId: deltaTime_b - index: 34 + index: 58 - nameId: Velocity_d - index: 33 + index: 46 params: [] processor: {fileID: 0} shaderSourceIndex: 4 - type: 1 - flags: 7 + flags: 5 capacity: 100000 layer: 2 buffers: @@ -6333,20 +8168,14 @@ VisualEffectResource: - nameId: eventList index: 11 - nameId: deadList - index: 31 + index: 28 - nameId: deadListCount - index: 32 - - nameId: indirectBuffer - index: 33 - - nameId: sortBufferA - index: 34 - - nameId: sortBufferB - index: 35 + index: 29 values: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 tasks: - type: 536870912 buffers: @@ -6355,18 +8184,18 @@ VisualEffectResource: - nameId: eventList index: 11 - nameId: deadListIn - index: 31 + index: 28 - nameId: deadListCount - index: 32 + index: 29 - nameId: sourceAttributeBuffer index: 2 temporaryBuffers: [] values: [] params: - nameId: bounds_center - index: 42 + index: 50 - nameId: bounds_size - index: 41 + index: 51 processor: {fileID: 0} shaderSourceIndex: 7 - type: 805306368 @@ -6374,52 +8203,25 @@ VisualEffectResource: - nameId: attributeBuffer index: 3 - nameId: deadListOut - index: 31 - - nameId: indirectBuffer - index: 33 + index: 28 temporaryBuffers: [] values: - - nameId: Color_a - index: 43 - - nameId: deltaTime_b - index: 34 + - nameId: deltaTime_a + index: 58 params: [] processor: {fileID: 0} shaderSourceIndex: 6 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: inputBuffer - index: 33 - - nameId: outputBuffer - index: 34 - - nameId: deadListCount - index: 32 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 44 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 24 - type: 1073741826 buffers: - nameId: attributeBuffer index: 3 - - nameId: 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b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Demo Points.vfx @@ -57,10 +57,10 @@ MonoBehaviour: - title: Color Sample position: serializedVersion: 2 - x: -212 - y: -174 - width: 475 - height: 197 + x: -421 + y: -165 + width: 526 + height: 242 contents: - model: {fileID: 8926484042661615132} id: 0 @@ -96,7 +96,7 @@ MonoBehaviour: x: -958 y: -1157 width: 1789 - height: 1466 + height: 1617 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -132,6 +132,10 @@ MonoBehaviour: - {fileID: 8926484042661615158} - {fileID: 8926484042661615179} - {fileID: 8926484042661615232} + - {fileID: 8926484042661615240} + - {fileID: 8926484042661615265} + - {fileID: 8926484042661615269} + - {fileID: 8926484042661615271} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -163,6 +167,32 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + - name: Resolution + path: Resolution + tooltip: + sheetType: m_Uint + realType: UInt32 + defaultValue: + m_Type: + m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 640 + min: -Infinity + max: Infinity + descendantCount: 0 + - name: Spectrum Value 1 + path: Spectrum Value 1 + tooltip: + sheetType: m_Float + realType: Single + defaultValue: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 1 + min: -Infinity + max: Infinity + descendantCount: 0 m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] @@ -181,8 +211,8 @@ VisualEffectResource: source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\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 @@ -219,16 +249,17 @@ VisualEffectResource: = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n {\n uint tmp_u = - particleId / (uint)640;\n uint tmp_v = tmp_u * (uint)640;\n uint - tmp_w = particleId - tmp_v;\n uint tmp_y = tmp_w + (uint)192;\n float - tmp_z = (float)tmp_y;\n float tmp_bb = tmp_z / (float)1024;\n uint - tmp_bd = tmp_u + (uint)64;\n float tmp_be = (float)tmp_bd;\n float - tmp_bg = tmp_be / (float)768;\n float2 tmp_bh = float2(tmp_bb, tmp_bg);\n - \ SetCustomAttribute_E92D3AFA( /*inout */UV, tmp_bh);\n }\n - \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store2((index * 0x2 + 0x0) << 2,asuint(UV));\n attributeBuffer.Store3((index - * 0x4 + 0xC8000) << 2,asuint(position));\n attributeBuffer.Store3((index + particleId / asuint(uniform_b);\n uint tmp_v = tmp_u * asuint(uniform_b);\n + \ uint tmp_w = particleId - tmp_v;\n uint tmp_y = tmp_w + + (uint)192;\n float tmp_z = (float)tmp_y;\n float tmp_bb + = tmp_z / (float)1024;\n uint tmp_bd = tmp_u + (uint)64;\n float + tmp_be = (float)tmp_bd;\n float tmp_bg = tmp_be / (float)768;\n float2 + tmp_bh = float2(tmp_bb, tmp_bg);\n SetCustomAttribute_E92D3AFA( /*inout + */UV, tmp_bh);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if + (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store2((index + * 0x2 + 0x0) << 2,asuint(UV));\n attributeBuffer.Store3((index * + 0x4 + 0xC8000) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x258000) << 2,asuint(color));\n attributeBuffer.Store((index * 0x4 + 0x258003) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n \ uint index = particleIndex;\r\n attributeBuffer.Store2((index @@ -241,9 +272,10 @@ VisualEffectResource: source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nTexture2D - texture_b;\nSamplerState samplertexture_b;\nTexture2D texture_c;\nSamplerState - samplertexture_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState + samplertexture_b;\nTexture2D texture_c;\nSamplerState samplertexture_c;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer 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SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t - \ float tmp_x = tmp_w[3];\n\t\t\t SetAttribute_CEEAF35C( /*inout */alpha, - tmp_x);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC8000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x258000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x258003) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t\t + \ float tmp_y = tmp_x[0];\n\t\t\t float tmp_z = tmp_x[1];\n\t\t\t float + tmp_ba = tmp_x[2];\n\t\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t\t + \ SetAttribute_CAC29747( /*inout */position, tmp_bb);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t + \ float4 tmp_z = tmp_x * float4(100, 100, 100, 100);\n\t\t\t float tmp_ba + = tmp_z[0];\n\t\t\t float tmp_bb = tmp_z[1];\n\t\t\t float tmp_bc = tmp_z[2];\n\t\t\t + \ float3 tmp_bd = float3(tmp_ba, tmp_bb, tmp_bc);\n\t\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_bd);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t + \ float tmp_y = tmp_x[3];\n\t\t\t float tmp_z = tmp_y * uniform_b;\n\t\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_z);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xC8000) + << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x258000) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x258003) + << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat2 UV = asfloat(attributeBuffer.Load2((index @@ -286,16 +319,17 @@ VisualEffectResource: * 0x4 + 0xC8000) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t - \ float tmp_x = tmp_w[0];\n\t\t float tmp_y = tmp_w[1];\n\t\t float - tmp_z = tmp_w[2];\n\t\t float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_ba);\n\t\t}\n\t\t{\n\t\t - \ float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t - \ float tmp_x = tmp_w[0];\n\t\t float tmp_y = tmp_w[1];\n\t\t float - tmp_z = tmp_w[2];\n\t\t float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t - \ SetAttribute_FDD06EC7( /*inout */color, tmp_ba);\n\t\t}\n\t\t{\n\t\t float4 - tmp_w = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t float tmp_x - = tmp_w[3];\n\t\t SetAttribute_CEEAF35C( /*inout */alpha, tmp_x);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t + \ float tmp_y = tmp_x[0];\n\t\t float tmp_z = tmp_x[1];\n\t\t float + tmp_ba = tmp_x[2];\n\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t + \ SetAttribute_CAC29747( /*inout */position, tmp_bb);\n\t\t}\n\t\t{\n\t\t + \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t + \ float4 tmp_z = tmp_x * float4(100, 100, 100, 100);\n\t\t float tmp_ba + = tmp_z[0];\n\t\t float tmp_bb = tmp_z[1];\n\t\t float tmp_bc = tmp_z[2];\n\t\t + \ float3 tmp_bd = float3(tmp_ba, tmp_bb, tmp_bc);\n\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_bd);\n\t\t}\n\t\t{\n\t\t float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t + \ float tmp_y = tmp_x[3];\n\t\t float tmp_z = tmp_y * uniform_b;\n\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_z);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0xC8000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x258000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0x258003) << 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint @@ -317,11 +351,12 @@ VisualEffectResource: VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_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 - HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define + VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD + 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR + 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer @@ -378,12 +413,18 @@ VisualEffectResource: \"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 SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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; @@ -410,7 +451,8 @@ VisualEffectResource: pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)0.00499999989);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + \ SetAttribute_3278B22F( /*inout */size, (float)0.00999999978);\n\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 @@ -453,10 +495,10 @@ VisualEffectResource: USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef @@ -510,7 +552,113 @@ VisualEffectResource: = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if + USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 + uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION + || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame + blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 2));\n\t\t\t\t\t\tbool + alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn + o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x4 + 0x258003) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat + scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, (float)0.00999999978);\n\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\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn + 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 1]CameraSort' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT @@ -546,35 +694,35 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 1 - op: 1 valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 1 - op: 1 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 6 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 6 + - op: 31 valueIndex: 6 - data[0]: -1 - data[1]: -1 + data[0]: 2 + data[1]: 1 data[2]: -1 data[3]: 1 - op: 1 @@ -582,41 +730,59 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 valueIndex: 8 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 - op: 1 + valueIndex: 9 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 26 valueIndex: 10 + data[0]: 0 + data[1]: 0 + data[2]: -1 + data[3]: 6 + - op: 1 + valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 + data[3]: 4 + - op: 30 valueIndex: 15 + data[0]: 6 + data[1]: 4 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 16 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 64 + valueIndex: 17 + data[0]: 10 + data[1]: -1 + data[2]: -1 + data[3]: -1 - op: 1 valueIndex: 18 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 29 valueIndex: 19 - data[0]: -1 - data[1]: -1 + data[0]: 12 + data[1]: 1 data[2]: -1 data[3]: 1 - op: 1 @@ -624,9 +790,63 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 21 + data[0]: 14 + data[1]: 8 + data[2]: -1 + data[3]: 1 + - op: 27 + valueIndex: 22 + data[0]: 16 + data[1]: 13 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 23 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 24 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 2 + valueIndex: 25 + data[0]: 18 + data[1]: 18 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 27 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 30 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 33 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 35 + data[0]: -1 + data[1]: -1 + data[2]: -1 data[3]: 7 - op: 9 - valueIndex: 21 + valueIndex: 36 data[0]: -1 data[1]: -1 data[2]: -1 @@ -637,38 +857,46 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 5 - m_Value: 0 - - m_ExpressionIndex: 6 - m_Value: 1024 - - m_ExpressionIndex: 7 - m_Value: 768 - - m_ExpressionIndex: 12 - m_Value: 0.005 - - m_ExpressionIndex: 13 + - m_ExpressionIndex: 1 + m_Value: -10 + - m_ExpressionIndex: 2 m_Value: 1 + - m_ExpressionIndex: 4 + m_Value: 100 + - m_ExpressionIndex: 8 + m_Value: 0 + - m_ExpressionIndex: 13 + m_Value: 110 + - m_ExpressionIndex: 15 + m_Value: 768 + - m_ExpressionIndex: 17 + m_Value: 1024 + - m_ExpressionIndex: 20 + m_Value: 0.5 + - m_ExpressionIndex: 21 + m_Value: 0.01 m_Vector2f: m_Array: - - m_ExpressionIndex: 8 - m_Value: {x: 409600, y: 409600} - - m_ExpressionIndex: 9 + - m_ExpressionIndex: 25 m_Value: {x: 0, y: 0} m_Vector3f: m_Array: - - m_ExpressionIndex: 10 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 11 + - m_ExpressionIndex: 23 m_Value: {x: 10, y: 10, z: 10} + - m_ExpressionIndex: 24 + m_Value: {x: 0, y: 0, z: 0} m_Vector4f: - m_Array: [] + m_Array: + - m_ExpressionIndex: 11 + m_Value: {x: 100, y: 100, z: 100, w: 100} m_Uint: m_Array: - m_ExpressionIndex: 0 m_Value: 640 - - m_ExpressionIndex: 1 - m_Value: 192 - - m_ExpressionIndex: 2 + - m_ExpressionIndex: 3 m_Value: 64 + - m_ExpressionIndex: 5 + m_Value: 192 m_Int: m_Array: [] m_Matrix4x4f: @@ -679,19 +907,23 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: - - m_ExpressionIndex: 3 + - m_ExpressionIndex: 7 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 4 + - m_ExpressionIndex: 9 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 14 - m_Value: {fileID: 10300, guid: 0000000000000000f000000000000000, type: 0} + - m_ExpressionIndex: 26 + m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 4 + index: 7 - nameId: Azure Depth - index: 3 + index: 9 + - nameId: Resolution + index: 0 + - nameId: Spectrum Value 1 + index: 2 m_Buffers: - type: 1 size: 4096000 @@ -811,7 +1043,7 @@ VisualEffectResource: m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 - shadowCastingMode: 0 + shadowCastingMode: 1 receiveShadows: 0 reflectionProbeUsage: 0 lightProbeUsage: 0 @@ -834,9 +1066,9 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Count - index: 8 + index: 22 - nameId: Delay - index: 9 + index: 25 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -859,9 +1091,9 @@ VisualEffectResource: index: 5 values: - nameId: bounds_center - index: 10 + index: 24 - nameId: bounds_size - index: 11 + index: 23 tasks: - type: 536870912 buffers: @@ -870,12 +1102,14 @@ VisualEffectResource: - nameId: sourceAttributeBuffer index: 2 temporaryBuffers: [] - values: [] + values: + - nameId: uniform_b + index: 0 params: - nameId: bounds_center - index: 10 + index: 24 - nameId: bounds_size - index: 11 + index: 23 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -886,10 +1120,12 @@ VisualEffectResource: index: 3 temporaryBuffers: [] values: + - nameId: uniform_b + index: 19 - nameId: texture_b - index: 3 + index: 9 - nameId: texture_c - index: 4 + index: 7 params: [] processor: {fileID: 0} shaderSourceIndex: 1 @@ -904,7 +1140,7 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: localToWorld - index: 15 + index: 27 params: [] processor: {fileID: 0} shaderSourceIndex: 3 @@ -917,7 +1153,7 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: baseColorMap - index: 14 + index: 26 params: - nameId: sortPriority index: 0 @@ -940,7 +1176,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 + m_UICollapsed: 1 m_UISuperCollapsed: 0 m_InputSlots: [] m_OutputSlots: @@ 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\"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 @@ -384,18 +422,18 @@ VisualEffectResource: = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex - ^ systemSeed);\r\n#endif\r\n \r\n {\n uint tmp_j = - particleId / (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint - tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float - tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float - tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n - \ float2 tmp_u = tmp_s - float2(0.000900000043, 0);\n SetCustomAttribute_B23F5E21( - /*inout */UV1, tmp_u);\n }\n {\n uint tmp_j = particleId - / (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint - tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float - tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float - tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n - \ float2 tmp_u = tmp_s + float2(0.000900000043, 0);\n SetCustomAttribute_B5FA1F34( + ^ systemSeed);\r\n#endif\r\n \r\n {\n uint tmp_m = + particleId / asuint(uniform_b);\n uint tmp_n = tmp_m * asuint(uniform_b);\n + \ uint tmp_o = particleId - tmp_n;\n float tmp_p = (float)tmp_o;\n + \ float tmp_q = tmp_p / uniform_c;\n float tmp_r = (float)tmp_m;\n + \ float tmp_s = tmp_r / uniform_d;\n float2 tmp_t = float2(tmp_q, + tmp_s);\n float2 tmp_u = tmp_t - uniform_e;\n SetCustomAttribute_B23F5E21( + /*inout */UV1, tmp_u);\n }\n {\n uint tmp_m = particleId + / asuint(uniform_b);\n uint tmp_n = tmp_m * asuint(uniform_b);\n + \ uint tmp_o = particleId - tmp_n;\n float tmp_p = (float)tmp_o;\n + \ float tmp_q = tmp_p / uniform_c;\n float tmp_r = (float)tmp_m;\n + \ float tmp_s = tmp_r / uniform_d;\n float2 tmp_t = float2(tmp_q, + tmp_s);\n float2 tmp_u = tmp_t + uniform_e;\n SetCustomAttribute_B5FA1F34( /*inout */UV2, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store2((index @@ -421,10 +459,10 @@ VisualEffectResource: VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float - uniform_e;\n float uniform_f;\n float uniform_g;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D - texture_b;\nSamplerState samplertexture_b;\nTexture2D texture_c;\nSamplerState - samplertexture_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \ float4 uniform_h;\n float uniform_b;\n float uniform_c;\n float + uniform_d;\n float uniform_e;\n float uniform_f;\n float uniform_g;\n + \ uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\nTexture2D + texture_c;\nSamplerState samplertexture_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer @@ -455,52 +493,52 @@ VisualEffectResource: color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t - \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t - \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float - tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t - \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float - tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t - \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t - \ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float - tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t - \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t - \ float tmp_y = tmp_x[0];\n\t\t\t float tmp_z = tmp_x[1];\n\t\t\t float - tmp_ba = tmp_x[2];\n\t\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t\t - \ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t\t float3 tmp_bd = float3(0.5, 0.5, - 0.5) * tmp_bc;\n\t\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_be);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_r - = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_s - = tmp_r[3];\n\t\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t - \ float tmp_u = tmp_t[3];\n\t\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_t = position[0];\n\t\t\t float tmp_u = targetPosition[0];\n\t\t\t - \ float tmp_v = tmp_t - tmp_u;\n\t\t\t float tmp_w = tmp_v * tmp_v;\n\t\t\t - \ float tmp_y = pow(tmp_w, (float)0.5);\n\t\t\t float tmp_ba = tmp_y - - (float)0.150000006;\n\t\t\t float tmp_bc = tmp_ba / (float)0;\n\t\t\t float - tmp_bd = saturate(tmp_bc);\n\t\t\t float tmp_be = (float)2 * tmp_bd;\n\t\t\t - \ float tmp_bf = (float)3 - tmp_be;\n\t\t\t float tmp_bg = tmp_bf * tmp_bd;\n\t\t\t - \ float tmp_bh = tmp_bg * tmp_bd;\n\t\t\t float tmp_bi = (float)1 - tmp_bh;\n\t\t\t - \ SetAttribute_C7757136( /*inout */alpha, tmp_bi);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_q = UV1[1];\n\t\t\t float tmp_s = tmp_q * (float)1000;\n\t\t\t - \ uint tmp_t = (uint)tmp_s;\n\t\t\t uint tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t\t - \ float tmp_v = FixedRand(tmp_u);\n\t\t\t uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t\t - \ float tmp_x = FixedRand(tmp_w);\n\t\t\t float tmp_y = uniform_e * tmp_x;\n\t\t\t - \ float tmp_z = uniform_d + tmp_y;\n\t\t\t float tmp_ba = tmp_z * uniform_g;\n\t\t\t - \ float tmp_bb = UV1[0];\n\t\t\t float tmp_bc = tmp_ba + tmp_bb;\n\t\t\t - \ float tmp_bd = tmp_v * tmp_bc;\n\t\t\t float tmp_be = frac(tmp_bd);\n\t\t\t - \ float tmp_bf = saturate(tmp_be);\n\t\t\t float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t\t - \ float tmp_bh = tmp_bg[0];\n\t\t\t float tmp_bi = tmp_bg[1];\n\t\t\t float - tmp_bj = tmp_bg[2];\n\t\t\t float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t\t - \ SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif - (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x1D4C00) - << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400) - << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + - 0x30D404) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + - 0x30D403) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t + \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float + tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t + \ SetAttribute_CAC29747( /*inout */position, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t + \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float + tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t + \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t + \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float + tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t + \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t + \ float tmp_z = tmp_y[0];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float + tmp_bb = tmp_y[2];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t + \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t\t float3 tmp_be = float3(0.5, 0.5, + 0.5) * tmp_bd;\n\t\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_bf);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED( + /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_s + = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_t + = tmp_s[3];\n\t\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t + \ float tmp_v = tmp_u[3];\n\t\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float tmp_u = position[0];\n\t\t\t float tmp_v = targetPosition[0];\n\t\t\t + \ float tmp_w = tmp_u - tmp_v;\n\t\t\t float tmp_x = tmp_w * tmp_w;\n\t\t\t + \ float tmp_z = pow(tmp_x, (float)0.5);\n\t\t\t float tmp_bb = tmp_z - + (float)0.150000006;\n\t\t\t float tmp_bd = tmp_bb / (float)0;\n\t\t\t float + tmp_be = saturate(tmp_bd);\n\t\t\t float tmp_bf = (float)2 * tmp_be;\n\t\t\t + \ float tmp_bg = (float)3 - tmp_bf;\n\t\t\t float tmp_bh = tmp_bg * tmp_be;\n\t\t\t + \ float tmp_bi = tmp_bh * tmp_be;\n\t\t\t float tmp_bj = (float)1 - tmp_bi;\n\t\t\t + \ SetAttribute_C7757136( /*inout */alpha, tmp_bj);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float tmp_r = UV1[1];\n\t\t\t float tmp_t = tmp_r * (float)1000;\n\t\t\t + \ uint tmp_u = (uint)tmp_t;\n\t\t\t uint tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t\t + \ float tmp_w = FixedRand(tmp_v);\n\t\t\t uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t\t + \ float tmp_y = FixedRand(tmp_x);\n\t\t\t float tmp_z = uniform_e * tmp_y;\n\t\t\t + \ float tmp_ba = uniform_d + tmp_z;\n\t\t\t float tmp_bb = tmp_ba * uniform_g;\n\t\t\t + \ float tmp_bc = UV1[0];\n\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t + \ float tmp_be = tmp_w * tmp_bd;\n\t\t\t float tmp_bf = frac(tmp_be);\n\t\t\t + \ float tmp_bg = saturate(tmp_bf);\n\t\t\t float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t\t + \ float4 tmp_bi = tmp_bh * uniform_h;\n\t\t\t float tmp_bj = tmp_bi[0];\n\t\t\t + \ float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl = tmp_bi[2];\n\t\t\t float3 + tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t\t SetAttribute_545F0ED( /*inout + */color, tmp_bm);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x30D404) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x30D403) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] @@ -512,45 +550,45 @@ VisualEffectResource: * 0x8 + 0x30D400) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t - \ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float - tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t}\n\t\t{\n\t\t float4 - tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_s - = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float tmp_u = tmp_r[2];\n\t\t - \ float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t SetAttribute_2CF4000A( - /*inout */targetPosition, tmp_v);\n\t\t}\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t - \ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float - tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t - \ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t - \ float tmp_y = tmp_x[0];\n\t\t float tmp_z = tmp_x[1];\n\t\t float - tmp_ba = tmp_x[2];\n\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t - \ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t float3 tmp_bd = float3(0.5, 0.5, - 0.5) * tmp_bc;\n\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_be);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout - */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t - \ float tmp_s = tmp_r[3];\n\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t - \ float tmp_u = tmp_t[3];\n\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t}\n\t\t{\n\t\t float - tmp_t = position[0];\n\t\t float tmp_u = targetPosition[0];\n\t\t float - tmp_v = tmp_t - tmp_u;\n\t\t float tmp_w = tmp_v * tmp_v;\n\t\t float - tmp_y = pow(tmp_w, (float)0.5);\n\t\t float tmp_ba = tmp_y - (float)0.150000006;\n\t\t - \ float tmp_bc = tmp_ba / (float)0;\n\t\t float tmp_bd = saturate(tmp_bc);\n\t\t - \ float tmp_be = (float)2 * tmp_bd;\n\t\t float tmp_bf = (float)3 - tmp_be;\n\t\t - \ float tmp_bg = tmp_bf * tmp_bd;\n\t\t float tmp_bh = tmp_bg * tmp_bd;\n\t\t - \ float tmp_bi = (float)1 - tmp_bh;\n\t\t SetAttribute_C7757136( /*inout - */alpha, tmp_bi);\n\t\t}\n\t\t{\n\t\t float tmp_q = UV1[1];\n\t\t float - tmp_s = tmp_q * (float)1000;\n\t\t uint tmp_t = (uint)tmp_s;\n\t\t uint - tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t float tmp_v = FixedRand(tmp_u);\n\t\t - \ uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t float tmp_x = FixedRand(tmp_w);\n\t\t - \ float tmp_y = uniform_e * tmp_x;\n\t\t float tmp_z = uniform_d + tmp_y;\n\t\t - \ float tmp_ba = tmp_z * uniform_g;\n\t\t float tmp_bb = UV1[0];\n\t\t - \ float tmp_bc = tmp_ba + tmp_bb;\n\t\t float tmp_bd = tmp_v * tmp_bc;\n\t\t - \ float tmp_be = frac(tmp_bd);\n\t\t float tmp_bf = saturate(tmp_be);\n\t\t - \ float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t float tmp_bh - = tmp_bg[0];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float tmp_bj = tmp_bg[2];\n\t\t - \ float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t SetAttribute_545F0ED( - /*inout */color, tmp_bk);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t + \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float + tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t + \ SetAttribute_CAC29747( /*inout */position, tmp_w);\n\t\t}\n\t\t{\n\t\t float4 + tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_t + = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float tmp_v = tmp_s[2];\n\t\t + \ float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t SetAttribute_2CF4000A( + /*inout */targetPosition, tmp_w);\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t + \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float + tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t + \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t + \ float tmp_z = tmp_y[0];\n\t\t float tmp_ba = tmp_y[1];\n\t\t float + tmp_bb = tmp_y[2];\n\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t + \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t float3 tmp_be = float3(0.5, 0.5, + 0.5) * tmp_bd;\n\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_bf);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout + */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t + \ float tmp_t = tmp_s[3];\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t + \ float tmp_v = tmp_u[3];\n\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t + \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t}\n\t\t{\n\t\t float + tmp_u = position[0];\n\t\t float tmp_v = targetPosition[0];\n\t\t float + tmp_w = tmp_u - tmp_v;\n\t\t float tmp_x = tmp_w * tmp_w;\n\t\t float + tmp_z = pow(tmp_x, (float)0.5);\n\t\t float tmp_bb = tmp_z - (float)0.150000006;\n\t\t + \ float tmp_bd = tmp_bb / (float)0;\n\t\t float tmp_be = saturate(tmp_bd);\n\t\t + \ float tmp_bf = (float)2 * tmp_be;\n\t\t float tmp_bg = (float)3 - tmp_bf;\n\t\t + \ float tmp_bh = tmp_bg * tmp_be;\n\t\t float tmp_bi = tmp_bh * tmp_be;\n\t\t + \ float tmp_bj = (float)1 - tmp_bi;\n\t\t SetAttribute_C7757136( /*inout + */alpha, tmp_bj);\n\t\t}\n\t\t{\n\t\t float tmp_r = UV1[1];\n\t\t float + tmp_t = tmp_r * (float)1000;\n\t\t uint tmp_u = (uint)tmp_t;\n\t\t uint + tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t + \ uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t float tmp_y = FixedRand(tmp_x);\n\t\t + \ float tmp_z = uniform_e * tmp_y;\n\t\t float tmp_ba = uniform_d + tmp_z;\n\t\t + \ float tmp_bb = tmp_ba * uniform_g;\n\t\t float tmp_bc = UV1[0];\n\t\t + \ float tmp_bd = tmp_bb + tmp_bc;\n\t\t float tmp_be = tmp_w * tmp_bd;\n\t\t + \ float tmp_bf = frac(tmp_be);\n\t\t float tmp_bg = saturate(tmp_bf);\n\t\t + \ float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t float4 tmp_bi + = tmp_bh * uniform_h;\n\t\t float tmp_bj = tmp_bi[0];\n\t\t float tmp_bk + = tmp_bi[1];\n\t\t float tmp_bl = tmp_bi[2];\n\t\t float3 tmp_bm = float3(tmp_bj, + tmp_bk, tmp_bl);\n\t\t SetAttribute_545F0ED( /*inout */color, tmp_bm);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D404) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 @@ -697,30 +735,30 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 6 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 62 - valueIndex: 4 + valueIndex: 2 data[0]: 1 data[1]: 0 data[2]: -1 data[3]: 6 - - op: 31 - valueIndex: 5 - data[0]: 3 - data[1]: 2 + - op: 6 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 4 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 + - op: 7 + valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 - op: 1 valueIndex: 6 data[0]: -1 @@ -733,22 +771,22 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 30 + - op: 27 valueIndex: 8 - data[0]: 5 - data[1]: 6 + data[0]: 6 + data[1]: 7 data[2]: -1 data[3]: 1 - 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- data[3]: 14 - - op: 1 + data[3]: 1 + - op: 26 valueIndex: 20 - data[0]: -1 - data[1]: -1 + data[0]: 16 + data[1]: 18 data[2]: -1 data[3]: 1 - op: 1 @@ -816,75 +854,129 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 6 + - op: 57 valueIndex: 22 - data[0]: -1 + data[0]: 17 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 0 - op: 1 valueIndex: 23 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 - - op: 57 + data[3]: 1 + - op: 1 valueIndex: 24 - data[0]: 19 + data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 0 - - op: 1 + data[3]: 1 + - op: 26 valueIndex: 25 - data[0]: -1 + data[0]: 12 + data[1]: 21 + data[2]: -1 + data[3]: 6 + - op: 64 + valueIndex: 26 + data[0]: 21 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: -1 - op: 1 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 32 + valueIndex: 27 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 7 - - op: 1 + - op: 4 + valueIndex: 28 + data[0]: 20 + data[1]: 20 + data[2]: 20 + data[3]: 20 + - op: 64 + valueIndex: 32 + data[0]: 12 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 27 valueIndex: 33 + data[0]: 24 + data[1]: 29 + data[2]: -1 + data[3]: 1 + - op: 64 + valueIndex: 34 + data[0]: 25 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 35 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 1 - valueIndex: 36 - data[0]: -1 - data[1]: -1 + - op: 2 + valueIndex: 38 + data[0]: 30 + data[1]: 10 data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 39 - data[0]: -1 - data[1]: -1 + data[3]: -1 + - op: 31 + valueIndex: 40 + data[0]: 31 + data[1]: 10 data[2]: -1 - data[3]: 2 + data[3]: 1 - op: 1 valueIndex: 41 data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 1 + - op: 2 + valueIndex: 42 + data[0]: 34 + data[1]: 34 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 44 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 1 + valueIndex: 45 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 48 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 51 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 53 + data[0]: -1 + data[1]: -1 + data[2]: -1 data[3]: 3 - op: 9 - valueIndex: 44 + valueIndex: 56 data[0]: -1 data[1]: -1 data[2]: -1 @@ -895,45 +987,41 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 2 - m_Value: 0 - - m_ExpressionIndex: 3 - m_Value: 0 - - m_ExpressionIndex: 6 - m_Value: 100 - - m_ExpressionIndex: 7 + - m_ExpressionIndex: 4 m_Value: 1000 - - m_ExpressionIndex: 11 + - m_ExpressionIndex: 6 + m_Value: 0 + - m_ExpressionIndex: 7 + m_Value: 100 + - m_ExpressionIndex: 9 m_Value: 0.5 - - m_ExpressionIndex: 12 - m_Value: 1 - - m_ExpressionIndex: 15 + - m_ExpressionIndex: 10 + m_Value: 0 + - m_ExpressionIndex: 11 m_Value: 0.15 - m_ExpressionIndex: 18 + m_Value: 10 + - m_ExpressionIndex: 19 m_Value: 2 - - m_ExpressionIndex: 20 + - m_ExpressionIndex: 23 m_Value: 3 - - m_ExpressionIndex: 21 - m_Value: 200 - - m_ExpressionIndex: 22 - m_Value: 800 + - m_ExpressionIndex: 24 + m_Value: 0.72 + - m_ExpressionIndex: 35 + m_Value: 1 m_Vector2f: m_Array: - - m_ExpressionIndex: 26 - m_Value: {x: 0.00090000004, y: 0} - - m_ExpressionIndex: 27 - m_Value: {x: 160000, y: 160000} - - m_ExpressionIndex: 31 + - m_ExpressionIndex: 40 m_Value: {x: 0, y: 0} m_Vector3f: m_Array: - - m_ExpressionIndex: 25 - m_Value: {x: 0.5, y: 0.5, z: 0.5} - - m_ExpressionIndex: 29 - m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 30 - m_Value: {x: 0, y: 0, z: 0} - m_ExpressionIndex: 32 + m_Value: {x: 0.5, y: 0.5, z: 0.5} + - m_ExpressionIndex: 38 + m_Value: {x: 10, y: 10, z: 10} + - m_ExpressionIndex: 39 + m_Value: {x: 0, y: 0, z: 0} + - m_ExpressionIndex: 41 m_Value: {x: 5, y: 5, z: 5} m_Vector4f: m_Array: [] @@ -941,8 +1029,10 @@ VisualEffectResource: m_Array: - m_ExpressionIndex: 1 m_Value: 3291711721 - - m_ExpressionIndex: 16 + - m_ExpressionIndex: 12 m_Value: 800 + - m_ExpressionIndex: 21 + m_Value: 200 m_Int: m_Array: [] m_Matrix4x4f: @@ -951,7 +1041,7 @@ VisualEffectResource: m_Array: [] m_Gradient: m_Array: - - m_ExpressionIndex: 19 + - m_ExpressionIndex: 17 m_Value: serializedVersion: 2 key0: {r: 7.999999, g: 0, b: 0.4555511, a: 1} @@ -983,23 +1073,27 @@ VisualEffectResource: m_NumAlphaKeys: 3 m_NamedObject: m_Array: - - m_ExpressionIndex: 17 + - m_ExpressionIndex: 15 m_Value: {fileID: 8400000, guid: 046aa26a9af8e164eb0b20672983a11f, type: 2} - - m_ExpressionIndex: 23 + - m_ExpressionIndex: 27 m_Value: {fileID: 8400000, guid: f235609b825377142ab45895e91b6839, type: 2} - - m_ExpressionIndex: 28 + - m_ExpressionIndex: 37 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 17 + index: 15 - nameId: Azure Depth - index: 23 + index: 27 + - nameId: Lines + index: 21 + - nameId: Resolution + index: 12 - nameId: Spectrum Value 1 - index: 3 + index: 6 - nameId: Waveform - index: 28 + index: 37 m_Buffers: - type: 1 size: 5760000 @@ -1178,9 +1272,9 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Count - index: 27 + index: 36 - nameId: Delay - index: 31 + index: 40 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -1203,9 +1297,9 @@ VisualEffectResource: index: 5 values: - nameId: bounds_center - index: 30 + index: 39 - nameId: bounds_size - index: 29 + index: 38 tasks: - type: 536870912 buffers: @@ -1214,12 +1308,20 @@ VisualEffectResource: - nameId: sourceAttributeBuffer index: 2 temporaryBuffers: [] - values: [] + values: + - nameId: uniform_b + index: 12 + - nameId: uniform_c + index: 29 + - nameId: uniform_d + index: 26 + - nameId: uniform_e + index: 33 params: - nameId: bounds_center - index: 30 + index: 39 - nameId: bounds_size - index: 29 + index: 38 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -1231,21 +1333,23 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: 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uniform_g;\n float Lifetime_c;\n + \ uint PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\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_CAC29747(inout float3 position, + float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid + SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime + Composition:Overwrite 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 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 + position = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float + lifetime = (float)1;\n uint particleId = (uint)0;\n uint seed + = (uint)0;\n float size = (float)0.100000001;\n float age = (float)0;\n + \ float rateCount_c = (float)0;\n float rateCount_d = (float)0;\n + \ float3 targetPosition = float3(0, 0, 0);\n float3 color = float3(1, + 1, 1);\n bool alive = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n + \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n + \ {\n uint tmp_v = particleId ^ asuint(uniform_b);\n float + tmp_w = FixedRand(tmp_v);\n float tmp_y = tmp_w * (float)80;\n float + tmp_z = (float)-40 + tmp_y;\n uint tmp_bb = particleId ^ asuint(uniform_c);\n + \ float tmp_bc = FixedRand(tmp_bb);\n float tmp_bd = tmp_bc + * (float)80;\n float tmp_be = (float)-40 + tmp_bd;\n float3 + tmp_bf = float3(tmp_z, (float)0, tmp_be);\n SetAttribute_CAC29747( + /*inout */position, tmp_bf);\n }\n {\n float tmp_u + = RAND;\n float tmp_v = tmp_u * uniform_e;\n float tmp_w + = uniform_d + tmp_v;\n float tmp_x = RAND;\n float tmp_y + = tmp_x * uniform_g;\n float tmp_z = uniform_f + tmp_y;\n float + tmp_ba = RAND;\n float tmp_bb = tmp_ba * uniform_e;\n float + tmp_bc = uniform_d + tmp_bb;\n float3 tmp_bd = float3(tmp_w, tmp_z, + tmp_bc);\n SetAttribute_E629755( /*inout */velocity, tmp_bd);\n }\n + \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_c);\n \n\r\n\r\n#if + VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex + = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x1 + 0x90) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x8 + 0xA3) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_c));\n attributeBuffer.Store((index + * 0xC + 0x8) << 2,asuint(rateCount_d));\n attributeBuffer.Store3((index + * 0x8 + 0xA0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x9C) << 2,asuint(color));\n attributeBuffer.Store((index + * 0xC + 0x9) << 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.Store3((index * 0xC + 0x4) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x90) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0xA3) + << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_c));\n + \ attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(rateCount_d));\n + \ attributeBuffer.Store3((index * 0x8 + 0xA0) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x9C) << 2,asuint(color));\n attributeBuffer.Store((index + * 0xC + 0x9) << 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_POSITION_CURRENT + 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT + 1\n#define VFX_USE_RATECOUNT_C_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_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 + \ float4 Size_a;\n float3 Velocity_f;\n float Rate_c;\n float3 Color_g;\n + \ float deltaTime_c;\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 AttributeFromCurve_45ABB909(inout + float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:XYZ */\n{\n float t = age / lifetime;\n float value = 0.0f;\n + \ value = SampleCurve(Size, t);\n size = value;\n}\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_c, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_c += deltaTime * Rate;\n uint count = floor(rateCount_c);\n + \ rateCount_c = frac(rateCount_c);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity + Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity + *= Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) + /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n color = Color;\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 + + 0x9) << 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\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x90) << 2));\n\t\t\tfloat size + = asfloat(attributeBuffer.Load((index * 0x8 + 0xA3) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_c = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat + rateCount_d = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0xA0) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9C) << 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\tAttributeFromCurve_45ABB909( + /*inout */size, age, lifetime, Size_a);\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_c, /*inout */eventCount, Rate_c, deltaTime_c);\n\t\t\teventCount_b + += eventCount;\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventRate_0( + /*inout */rateCount_d, /*inout */eventCount, (float)0, deltaTime_c);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity, + Velocity_f);\n\t\t\tSetAttribute_FDD06EC7( /*inout */color, Color_g);\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_c);\n\t\t\tAge( /*inout */age, deltaTime_c);\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 * + 0x8 + 0xA3) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store((index * 0xC + + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x7) + << 2,asuint(rateCount_c));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x8) + << 2,asuint(rateCount_d));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0xA0) + << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x9C) << 2,asuint(color));\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 + 0x9) << 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\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x90) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x8 + 0xA3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_c = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tfloat rateCount_d = asfloat(attributeBuffer.Load((index + * 0xC + 0x8) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xA0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x9C) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x9) << 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\tAttributeFromCurve_45ABB909( /*inout */size, + age, lifetime, Size_a);\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_c, /*inout */eventCount, Rate_c, + deltaTime_c);\n\t\teventCount_b += eventCount;\n\t\t{\n\t\t eventCount = + 0u;\n\t\t GPUEventRate_0( /*inout */rateCount_d, /*inout */eventCount, (float)0, + deltaTime_c);\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\tSetAttribute_6ED152F( + /*inout */velocity, Velocity_f);\n\t\tSetAttribute_FDD06EC7( /*inout */color, + Color_g);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_c);\n\t\tAge( + /*inout */age, deltaTime_c);\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 * 0x8 + 0xA3) + << 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_c));\n\t\tattributeBuffer.Store((index * + 0xC + 0x8) << 2,asuint(rateCount_d));\n\t\tattributeBuffer.Store3((index * 0x8 + + 0xA0) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8 + + 0x9C) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0xC + 0x9) + << 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_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_POSITION_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_LIFETIME_SOURCE + 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_POSITION_SOURCE + 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define + VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !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_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_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_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float3 color = float3(1, 1, 1);\n float3 position = float3(0, + 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float age + = (float)0;\n bool alive = (bool)true;\n float lifetime_source + = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x90) << 2));\n float + size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0xA3) + << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x9C) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0xA0) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n 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 = 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 = age_source;\n SetAttribute_99EA5134( + /*inout */age, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n + \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store((index + * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x186C3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x8 + 0x186C0) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x4 + 0xDBCC0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x8 + 0x186C4) << 2,asuint(targetPosition));\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.Store((index + * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index * + 0x8 + 0x186C3) << 2,asuint(size));\n attributeBuffer.Store3((index * + 0x8 + 0x186C0) << 2,asuint(color));\n attributeBuffer.Store3((index * + 0x4 + 0xDBCC0) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x8 + 0x186C4) << 2,asuint(targetPosition));\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: '[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_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 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 + 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 + 0x0) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat + lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3 + color_source = float3(1, 1, 1);\n\t\t\tfloat3 position_source = float3(0, 0, + 0);\n\t\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source + = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\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 + 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 + 0x0) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat3 color_source + = float3(1, 1, 1);\n\t\tfloat3 position_source = float3(0, 0, 0);\n\t\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\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: 1 + name: '[System 3]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 Velocity_d;\n float Rate_b;\n float3 Color_e;\n float deltaTime_b;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity + Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity + *= Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) + /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n color = Color;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x684) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3 + velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat + age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t + \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a + += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout + */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( + /*inout */velocity, Velocity_d);\n\t\t\tSetAttribute_FDD06EC7( /*inout */color, + Color_e);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( + /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x0) << + 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x4) << + 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x680) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x684) << 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\tfloat3 velocity_source = velocity;\n\t\tfloat size_source = + (float)0.100000001;\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity, + Velocity_d);\n\t\tSetAttribute_FDD06EC7( /*inout */color, Color_e);\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 3]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT + 1\n#define VFX_USE_COLOR_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_VELOCITY_SOURCE + 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + 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_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid + SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n + \ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b + = (float)0;\n float3 targetPosition = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\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 + 0x90) + << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0xA3) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_n + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n + \ }\n {\n float tmp_n = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_n);\n }\n {\n float3 tmp_n + = velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_n);\n + \ }\n {\n float tmp_n = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_n);\n }\n {\n float tmp_n = RAND;\n + \ float tmp_o = tmp_n * uniform_c;\n float tmp_p = uniform_b + + tmp_o;\n float tmp_q = velocity[1];\n float tmp_r = + RAND;\n float tmp_s = tmp_r * uniform_c;\n float tmp_t + = uniform_b + tmp_s;\n float3 tmp_u = float3(tmp_p, tmp_q, tmp_t);\n + \ SetAttribute_E629755( /*inout */velocity, tmp_u);\n }\n {\n + \ float tmp_n = age_source;\n SetAttribute_99EA5134( /*inout + */age, tmp_n);\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.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * + 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\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.Store3((index * 0xC + 0x4) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687) + << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n + \ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n + \ }\r\n}\r\n" + - compute: 1 + name: '[System 4]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_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 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat + age_source = age;\n\t\t\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\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 + 0x1FE40) + << 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x22580) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat + age_source = age;\n\t\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index + * 0x1 + 0x1FE40) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x22580) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 4]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = + Value;\n}\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 float3 targetPosition = + float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 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 float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u + = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n + \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n + \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n + \ 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.Store3((index + * 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0x8 + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x1 + 0x22580) << 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 + * 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x8 + + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + + 0x22580) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 5]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 Velocity_d;\n float Rate_b;\n float3 Color_e;\n float deltaTime_b;\nCBUFFER_END\nAppendStructuredBuffer + eventListOut_a;\nAppendStructuredBuffer eventListOut_b;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout + uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout + float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime + */\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n + \ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity + Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity + *= Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) + /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n color = Color;\n}\nvoid EulerIntegration(inout float3 position, float3 + velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float + age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = + false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if + VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC + + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = + asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x684) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3 + velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat + age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t + \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a + += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0( /*inout + */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b + += eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( + /*inout */velocity, Velocity_d);\n\t\t\tSetAttribute_FDD06EC7( /*inout */color, + Color_e);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\t\tAge( + /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x0) << + 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x4) << + 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b; + ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x680) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x684) << 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\tfloat3 velocity_source = velocity;\n\t\tfloat size_source = + (float)0.100000001;\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( + /*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount + = 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b, + deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout + */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity, + Velocity_d);\n\t\tSetAttribute_FDD06EC7( /*inout */color, Color_e);\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC + + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0xC + + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor + (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 5]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT + 1\n#define VFX_USE_COLOR_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_VELOCITY_SOURCE + 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + 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_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid + SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n + \ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b + = (float)0;\n float3 targetPosition = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\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 float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_n + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n + \ }\n {\n float tmp_n = lifetime_source;\n SetAttribute_F011C510( + /*inout */lifetime, tmp_n);\n }\n {\n float3 tmp_n + = velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_n);\n + \ }\n {\n float tmp_n = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_n);\n }\n {\n float tmp_n = RAND;\n + \ float tmp_o = tmp_n * uniform_c;\n float tmp_p = uniform_b + + tmp_o;\n float tmp_q = velocity[1];\n float tmp_r = + RAND;\n float tmp_s = tmp_r * uniform_c;\n float tmp_t + = uniform_b + tmp_s;\n float3 tmp_u = float3(tmp_p, tmp_q, tmp_t);\n + \ SetAttribute_E629755( /*inout */velocity, tmp_u);\n }\n {\n + \ float tmp_n = age_source;\n SetAttribute_99EA5134( /*inout + */age, tmp_n);\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.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x687) << 2,asuint(size));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * + 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x684) << 2,asuint(color));\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.Store3((index * 0xC + 0x4) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687) + << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n + \ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n + \ }\r\n}\r\n" + - compute: 1 + name: '[System 6]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_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 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 + 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 + 0x125100) << 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\tfloat + age_source = age;\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\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 + 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 + 0x125100) << 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\tfloat + age_source = age;\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\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: 1 + name: '[System 6]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = + Value;\n}\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 float3 targetPosition = + float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 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 float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u + = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n + \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n + \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n + \ 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.Store3((index + * 0x8 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0x8 + 0x61B04) << 2,asuint(color));\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 + * 0x8 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * + 0x8 + 0x61B04) << 2,asuint(color));\n attributeBuffer.Store((index * + 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 7]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 Velocity_d;\n float uniform_b;\n float3 Color_e;\n float + uniform_c;\n float uniform_d;\n float uniform_e;\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 + SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity + Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity + *= Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) + /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n color = Color;\n}\nvoid 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 * 0x2 + 0x600) << 2));\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a + = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat + rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x700) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x704) << 2));\n\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x2 + 0x601) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3 + velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat + age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\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 uint tmp_s = particleId ^ asuint(uniform_d);\n\t\t\t + \ float tmp_t = FixedRand(tmp_s);\n\t\t\t float tmp_u = uniform_c * tmp_t;\n\t\t\t + \ float tmp_v = uniform_b + tmp_u;\n\t\t\t uint tmp_w = (uint)tmp_v;\n\t\t\t + \ uint tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t\t uint tmp_y = particleId + ^ tmp_x;\n\t\t\t float tmp_z = FixedRand(tmp_y);\n\t\t\t float tmp_bb + = tmp_z * (float)100;\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, tmp_bb, uniform_c);\n\t\t\t eventCount_b + += eventCount;\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity, Velocity_d);\n\t\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_e);\n\t\t\tEulerIntegration( /*inout */position, velocity, + uniform_c);\n\t\t\tAge( /*inout */age, uniform_c);\n\t\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * + 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC + + 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x700) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x704) << 2,asuint(color));\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 + * 0x2 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * + 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint + eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index + * 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x700) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x704) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * + 0x2 + 0x601) << 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\tfloat3 velocity_source = velocity;\n\t\tfloat size_source = + (float)0.100000001;\n\t\tfloat age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\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 + \ uint tmp_s = particleId ^ asuint(uniform_d);\n\t\t float tmp_t = FixedRand(tmp_s);\n\t\t + \ float tmp_u = uniform_c * tmp_t;\n\t\t float tmp_v = uniform_b + tmp_u;\n\t\t + \ uint tmp_w = (uint)tmp_v;\n\t\t uint tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t + \ uint tmp_y = particleId ^ tmp_x;\n\t\t float tmp_z = FixedRand(tmp_y);\n\t\t + \ float tmp_bb = tmp_z * (float)100;\n\t\t eventCount = 0u;\n\t\t GPUEventRate_0( + /*inout */rateCount_b, /*inout */eventCount, tmp_bb, uniform_c);\n\t\t eventCount_b + += eventCount;\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\tSetAttribute_6ED152F( /*inout */velocity, Velocity_d);\n\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_e);\n\t\tEulerIntegration( /*inout */position, velocity, + uniform_c);\n\t\tAge( /*inout */age, uniform_c);\n\t\tReap(age, lifetime, /*inout + */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << + 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x700) << + 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x704) + << 2,asuint(color));\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_VELOCITY_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_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_VELOCITY_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define + VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + 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_E602FAC(inout + float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout + float size, float Value) /*attribute:size Composition:Overwrite Source:Source + Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid + SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n + \ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n + \ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b + = (float)0;\n float3 targetPosition = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\n uint particleId = (uint)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 float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_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 float3 tmp_o + = velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_o);\n + \ }\n {\n float tmp_o = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_o);\n }\n {\n float tmp_o = RAND;\n + \ float tmp_p = tmp_o * uniform_c;\n float tmp_q = uniform_b + + tmp_p;\n float tmp_r = velocity[1];\n float tmp_s = + RAND;\n float tmp_t = tmp_s * uniform_c;\n float tmp_u + = uniform_b + tmp_t;\n float3 tmp_v = float3(tmp_q, tmp_r, tmp_u);\n + \ SetAttribute_E629755( /*inout */velocity, tmp_v);\n }\n {\n + \ float tmp_o = age_source;\n SetAttribute_99EA5134( /*inout + */age, 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 + * 0x2 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x707) << 2,asuint(size));\n attributeBuffer.Store((index + * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * + 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index + * 0x8 + 0x700) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x704) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x2 + 0x601) << 2,asuint(particleId));\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 * 0x2 + 0x600) + << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x707) + << 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n + \ attributeBuffer.Store3((index * 0x8 + 0x700) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x704) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x2 + 0x601) << 2,asuint(particleId));\n + \ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n + \ }\r\n}\r\n" + - compute: 1 + name: '[System 8]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_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 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat + age_source = age;\n\t\t\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\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 + 0x1FE40) + << 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 0x22580) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat + age_source = age;\n\t\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\tAge( + /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index + * 0x1 + 0x1FE40) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x22580) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 8]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define + VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_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_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime + = Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size + = Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age + Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age = + Value;\n}\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 float3 targetPosition = + float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool + alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x700) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x2 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x8 + 0x707) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x704) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_u + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n + \ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u + = lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n + \ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86( + /*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n + \ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n + \ 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.Store3((index + * 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0x8 + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x1 + 0x22580) << 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 + * 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index + * 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index * + 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x8 + + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + + 0x22580) << 2,uint(alive));\n \n\r\n#endif\r\n }\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_TARGETPOSITION_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT + 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT + 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define + VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !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_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\nvoid SetAttribute_EC596BAC(inout + float lifetime, float Lifetime) /*attribute:lifetime Composition:Add Source:Slot + Random:Off channels:XYZ */\n{\n lifetime += Lifetime;\n}\nvoid SetAttribute_3278B22F(inout + float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n{\n size = Size;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ 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 + \ float3 targetPosition = float3(0, 0, 0);\n float age = (float)0;\n + \ float size = (float)0.100000001;\n float3 velocity = float3(0, + 0, 0);\n float angularVelocityX = (float)0;\n float angularVelocityY + = (float)0;\n float angularVelocityZ = (float)0;\n uint seed = + (uint)0;\n float3 color = float3(1, 1, 1);\n uint particleId = + (uint)0;\n bool alive = (bool)true;\n float angleX = (float)0;\n + \ float angleY = (float)0;\n float angleZ = (float)0;\n float3 + position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) + << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x2 + 0x600) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x700) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0xC + 0x3) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_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 float3 tmp_ba + = targetPosition_source;\n SetAttribute_2CF667B3( /*inout */targetPosition, + tmp_ba);\n }\n {\n float tmp_ba = lifetime_source;\n + \ SetAttribute_F011C510( /*inout */lifetime, tmp_ba);\n }\n + \ {\n float tmp_ba = age_source;\n SetAttribute_99EA5134( + /*inout */age, tmp_ba);\n }\n {\n SetAttribute_EC596BAC( + /*inout */lifetime, (float)5);\n }\n {\n SetAttribute_3278B22F( + /*inout */size, (float)0.00999999978);\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 + * 0x2 + 0x80000) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0xA0003) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x8 + 0xA0000) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index + * 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index + * 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index + * 0x8 + 0xA0007) << 2,asuint(seed));\n attributeBuffer.Store3((index + * 0x4 + 0x120000) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x2 + 0x80001) << 2,asuint(particleId));\n attributeBuffer.Store((index + * 0x8 + 0x4) << 2,uint(alive));\n attributeBuffer.Store((index * + 0x8 + 0x5) << 2,asuint(angleX));\n attributeBuffer.Store((index * + 0x8 + 0x6) << 2,asuint(angleY));\n attributeBuffer.Store((index * + 0x8 + 0x7) << 2,asuint(angleZ));\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 * 0x2 + 0x80000) + << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0xA0003) + << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n + \ attributeBuffer.Store3((index * 0x8 + 0xA0000) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n + \ attributeBuffer.Store((index * 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n + \ attributeBuffer.Store((index * 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n + \ attributeBuffer.Store((index * 0x8 + 0xA0007) << 2,asuint(seed));\n + \ attributeBuffer.Store3((index * 0x4 + 0x120000) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x2 + 0x80001) << 2,asuint(particleId));\n + \ attributeBuffer.Store((index * 0x8 + 0x4) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x8 + 0x5) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x8 + + 0x6) << 2,asuint(angleY));\n attributeBuffer.Store((index * 0x8 + 0x7) + << 2,asuint(angleZ));\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_POSITION_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT + 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT + 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT + 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 Color_g;\n float uniform_b;\n float uniform_c;\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 SetAttribute_CAC29747(inout + float3 position, float3 Position) /*attribute:position Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid + Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity + += Force * deltaTime;\n}\nvoid SetAttribute_2EBDF112(inout float size, float + Size) /*attribute:size Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n + \ size += Size;\n}\nvoid CollisionPlane_0(inout float3 position, inout float3 + velocity, inout float age, float lifetime, float3 Plane_position, float3 Plane_normal, + float Elasticity, float Friction, float LifetimeLoss, float deltaTime, float + colliderSign, float radius, float4 plane) /*mode:Solid radiusMode:None roughSurface:False + */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 + n = plane.xyz; // plane.xyz is already multiplied by collider sign\n float + w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n if + (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n float + projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity + * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if + (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) + * n;\n velocity -= Friction * tangentVelocity;\n \n age += + (LifetimeLoss * lifetime);\n \n }\n}\nvoid SetAttribute_F6DAC92F(inout + float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ, + inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Add + Source:Slot Random:PerComponent channels:XYZ */\n{\n angularVelocityX += + lerp(A.x,B.x,RAND);\n angularVelocityY += lerp(A.y,B.y,RAND);\n angularVelocityZ + += lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_AA7D638(inout float3 velocity, + float3 Velocity) /*attribute:velocity Composition:Add Source:Slot Random:Off + channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout + float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * deltaTime;\n}\nvoid AngularEulerIntegration(inout float angleX, float angularVelocityX, + inout float angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ, + float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n \n + \ angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ + * deltaTime;\n \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 + 0x4) << 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 * 0x2 + 0x80000) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0003) << 2));\n\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xA0000) << 2));\n\t\t\tfloat + angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0004) << 2));\n\t\t\tfloat + angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0005) << 2));\n\t\t\tfloat + angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0006) << 2));\n\t\t\tuint + seed = (attributeBuffer.Load((index * 0x8 + 0xA0007) << 2));\n\t\t\tfloat3 color + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x2 + 0x80001) << 2));\n\t\t\tfloat + angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\tfloat3 + position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tSetAttribute_CAC29747( + /*inout */position, position);\n\t\t\t{\n\t\t\t bool tmp_be = age > uniform_b;\n\t\t\t + \ uint tmp_bg = particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bh = + FixedRand(tmp_bg);\n\t\t\t float tmp_bi = tmp_bh * (float)-4;\n\t\t\t float + tmp_bj = (float)-4 + tmp_bi;\n\t\t\t float tmp_bl = tmp_be ? tmp_bj : (float)0;\n\t\t\t + \ float tmp_bn = tmp_be ? (float)-0.800000012 : (float)0;\n\t\t\t float + tmp_bo = tmp_be ? (float)-4 : (float)0;\n\t\t\t float3 tmp_bp = float3(tmp_bl, + tmp_bn, tmp_bo);\n\t\t\t Gravity( /*inout */velocity, tmp_bp, deltaTime_b);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ bool tmp_be = age > uniform_b;\n\t\t\t float tmp_bh = tmp_be ? (float)0 + : (float)0.100000001;\n\t\t\t SetAttribute_2EBDF112( /*inout */size, tmp_bh);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ CollisionPlane_0( /*inout */position, /*inout */velocity, /*inout */age, + lifetime, float3(0, 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982, + (float)0, deltaTime_b, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t + \ bool tmp_be = age > uniform_b;\n\t\t\t float tmp_bh = tmp_be ? (float)5 + : (float)0;\n\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t + \ SetAttribute_F6DAC92F( /*inout */angularVelocityX, /*inout */angularVelocityY, + \ /*inout */angularVelocityZ, /*inout */seed, tmp_bi, float3(0, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t + \ SetAttribute_AA7D638( /*inout */velocity, float3(1, 0, 0));\n\t\t\t}\n\t\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_g);\n\t\t\tEulerIntegration( /*inout */position, velocity, + deltaTime_b);\n\t\t\tAngularEulerIntegration( /*inout */angleX, angularVelocityX, + \ /*inout */angleY, angularVelocityY, /*inout */angleZ, angularVelocityZ, 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.Store((index * 0x8 + 0xA0003) + << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0xA0000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0xA0007) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x120000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x5) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + + 0x6) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x7) + << 2,asuint(angleZ));\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 + 0x4) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x2 + 0x80000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x8 + 0xA0003) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x8 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xA0000) << 2));\n\t\tfloat angularVelocityX = asfloat(attributeBuffer.Load((index + * 0x8 + 0xA0004) << 2));\n\t\tfloat angularVelocityY = asfloat(attributeBuffer.Load((index + * 0x8 + 0xA0005) << 2));\n\t\tfloat angularVelocityZ = asfloat(attributeBuffer.Load((index + * 0x8 + 0xA0006) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + + 0xA0007) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x120000) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index + * 0x2 + 0x80001) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x4) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + + 0x5) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + + 0x6) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + + 0x7) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source + = lifetime;\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat + age_source = age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\tSetAttribute_CAC29747( /*inout */position, + position);\n\t\t{\n\t\t bool tmp_be = age > uniform_b;\n\t\t uint tmp_bg + = particleId ^ asuint(uniform_c);\n\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t + \ float tmp_bi = tmp_bh * (float)-4;\n\t\t float tmp_bj = (float)-4 + tmp_bi;\n\t\t + \ float tmp_bl = tmp_be ? tmp_bj : (float)0;\n\t\t float tmp_bn = tmp_be + ? (float)-0.800000012 : (float)0;\n\t\t float tmp_bo = tmp_be ? (float)-4 + : (float)0;\n\t\t float3 tmp_bp = float3(tmp_bl, tmp_bn, tmp_bo);\n\t\t Gravity( + /*inout */velocity, tmp_bp, deltaTime_b);\n\t\t}\n\t\t{\n\t\t bool tmp_be + = age > uniform_b;\n\t\t float tmp_bh = tmp_be ? (float)0 : (float)0.100000001;\n\t\t + \ SetAttribute_2EBDF112( /*inout */size, tmp_bh);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( + /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0, + 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982, (float)0, deltaTime_b, + (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t bool tmp_be + = age > uniform_b;\n\t\t float tmp_bh = tmp_be ? (float)5 : (float)0;\n\t\t + \ float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t SetAttribute_F6DAC92F( + /*inout */angularVelocityX, /*inout */angularVelocityY, /*inout */angularVelocityZ, + \ /*inout */seed, tmp_bi, float3(0, 0, 0));\n\t\t}\n\t\t{\n\t\t SetAttribute_AA7D638( + /*inout */velocity, float3(1, 0, 0));\n\t\t}\n\t\tSetAttribute_FDD06EC7( /*inout + */color, Color_g);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAngularEulerIntegration( + /*inout */angleX, angularVelocityX, /*inout */angleY, angularVelocityY, /*inout + */angleZ, angularVelocityZ, 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.Store((index * 0x8 + + 0xA0003) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << + 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA0000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index + * 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n\t\tattributeBuffer.Store((index + * 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n\t\tattributeBuffer.Store((index + * 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n\t\tattributeBuffer.Store((index + * 0x8 + 0xA0007) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x4 + + 0x120000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4) + << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x6) << 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x7) << 2,asuint(angleZ));\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_SIZE_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_POSITION_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\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x186C3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 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\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 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x1 + 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\tfloat size = + asfloat(attributeBuffer.Load((index * 0x8 + 0x186C3) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat 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 + position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat + age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout + */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\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: 0 + name: '[System 4]Quad Output' + source: "Shader \"Hidden/VFX/System 4/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 * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x22580) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 + 0x22580) << 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 * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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: 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_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 * 0x8 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B04) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B04) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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: 0 + name: '[System 8]Quad Output' + source: "Shader \"Hidden/VFX/System 8/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 * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x22580) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat + angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat + angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat + pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat + scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat + scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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 + 0x22580) << 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 * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 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\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source = + (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source + = (float)0;\n\t\t\t\t\t\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: 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\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\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\tZTest + LEqual\n\t\tZWrite On\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_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 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// + Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" + }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if + USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 + uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION + || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame + blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion 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};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\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_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 + Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ + = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t + \ \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151644(inout float scaleX, float Scale) + /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t + \ scaleX = Scale.x;\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 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x4) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\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\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 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 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\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\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, float3(-0.786149681, + -0.397592992, 0.473168522), float3(0.02987618, 0.062757656, 0.997581542));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_D5151644( /*inout */scaleX, (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\tfloat alphaThreshold + = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold + = (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn + (float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 + Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ + = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t + \ \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151644(inout float scaleX, float Scale) + /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t + \ scaleX = Scale.x;\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 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 + + 0x4) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\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\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 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 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\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\tfloat3 + targetPosition_source = float3(0, 0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, float3(-0.786149681, + -0.397592992, 0.473168522), float3(0.02987618, 0.062757656, 0.997581542));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_D5151644( /*inout */scaleX, (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\tfloat alphaThreshold + = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold + = (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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]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 + 0xDBCC0) << 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 4]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"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 8]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include 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