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sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float + lifetime = (float)1;\n float3 position = float3(0, 0, 0);\n float3 + color = float3(1, 1, 1);\n float size = (float)0.100000001;\n float3 + velocity = float3(0, 0, 0);\n bool alive = (bool)true;\n float + age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex + ^ systemSeed);\r\n#endif\r\n \r\n {\n SetAttribute_F0142CB9( + /*inout */lifetime, (float)10);\n }\n SetAttribute_CAC29747( /*inout + */position, Position_b);\n SetAttribute_FDD06EC7( /*inout */color, Color_c);\n + \ {\n SetAttribute_3278B22F( /*inout */size, (float)10);\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.Store3((index + * 0x4 + 0x2740) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0xC440) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0xC443) << 2,asuint(size));\n attributeBuffer.Store3((index + * 0x4 + 0x16140) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x1 + 0x1FE40) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x4 + 0x16143) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store((index + * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x4 + 0x2740) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0xC440) << 2,asuint(color));\n attributeBuffer.Store((index * + 0x4 + 0xC443) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x4 + + 0x16140) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + + 0x1FE40) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + + 0x16143) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_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 Force_1(inout + float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative + */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid + Turbulence_1(float3 position, inout float3 velocity, float mass, float4x4 InvFieldTransform, + float4x4 FieldTransform, float Roughness, float Intensity, float Drag, uint + octaves, float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord + = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value + = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz + * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime + / mass);\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float + deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float + age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float + lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x1 + 0x1FE40) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x16140) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + + 0x16143) << 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 Force_1( /*inout */velocity, + mass, float3(10, 0, 0), (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, + \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), + (float)0.5, (float)0, (float)1, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x2740) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x16140) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x4 + 0x16143) << 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 + 0x1FE40) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x16140) << 2));\n\t\tfloat + mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0x1FE40) + << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x16143) + << 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 Force_1( /*inout */velocity, + mass, float3(10, 0, 0), (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_1(position, + \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), + (float)0.5, (float)0, (float)1, (uint)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x2740) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + + 0x16140) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x1FE40) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0x16143) + << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex + = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = + index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 1]Line Output' + source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags + { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" + }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + SrcAlpha 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_COLOR_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_ALIVE_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_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_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_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_TARGETPOSITION_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 TARGET_FROM_ATTRIBUTES + 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// + Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" + }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct + ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective + float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST + || USE_EXPOSURE_WEIGHT\n\t\t\t\tnointerpolation float3 builtInInterpolants : + TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 + posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define + VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define + VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if + IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if + VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t#define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z\n\t\t#endif\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\t\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif + (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn + pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y + - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint + deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = + deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) + - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // + cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0xC443) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x1FE40) << 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 + 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\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 + 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 targetPosition = float3(0, 0, 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 + 0x1FE40) << 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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC440) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x4 + 0xC443) << 2));\n\t\t\t\t\t\tfloat + alpha = (float)1;\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 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\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 + 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 targetPosition = float3(0, 0, 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\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX + = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition + = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset + = 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0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 + vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef + VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f + : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position + in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos + = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = vPosArray[id & 3];\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT + && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if + VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA + = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t// + Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - + abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color, + i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + - compute: 1 + name: '[System 1]CameraSort' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define 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 + 0x2740) << 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]: 1 + - op: 1 + valueIndex: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 2 + data[0]: 0 + 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: 30 + valueIndex: 4 + data[0]: 2 + data[1]: 3 + data[2]: -1 + data[3]: 1 + - op: 29 + valueIndex: 5 + data[0]: 4 + data[1]: 1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 6 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 27 + valueIndex: 7 + data[0]: 5 + data[1]: 6 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 8 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 9 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + 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{fileID: 114571176826476282} diff --git a/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchStreamer.vfx.meta b/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchStreamer.vfx.meta new file mode 100644 index 0000000..9639059 --- /dev/null +++ b/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchStreamer.vfx.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 49c6bff196ddd114481d5ccbf79e11f6 +VisualEffectImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Scripts/Math/Smoother.cs b/UnityProject/Assets/Scripts/Math/Smoother.cs index cc79960..1b07bd5 100644 --- a/UnityProject/Assets/Scripts/Math/Smoother.cs +++ b/UnityProject/Assets/Scripts/Math/Smoother.cs @@ -5,13 +5,14 @@ using UnityEngine.Events; [Serializable] public class UnitySmoothEvent : UnityEvent -{} +{ } public class Smoother : MonoBehaviour { [SerializeField, Range(1f, 10f)] private float attackSmooth = 1f; [SerializeField, Range(1f, 10f)] private float releaseSmooth = 1f; + [SerializeField] private bool ignore0; [SerializeField] private UnitySmoothEvent onSmoothProcessed; @@ -20,11 +21,14 @@ public class Smoother : MonoBehaviour public void OnValueChanged(float value) { - input_ = value; + if (!(ignore0 && value == 0.0f)) + { + input_ = value; //Set new input Value + } } private void Update() - { + { var distance = input_ - previous_; previous_ += distance > 0f? (1f/attackSmooth) * distance : (1f/releaseSmooth) * distance; onSmoothProcessed.Invoke(previous_); diff --git a/UnityProject/Assets/Scripts/PdConnection/PdLevelBind.cs b/UnityProject/Assets/Scripts/PdConnection/PdLevelBind.cs index 376fa87..35b30f8 100644 --- a/UnityProject/Assets/Scripts/PdConnection/PdLevelBind.cs +++ b/UnityProject/Assets/Scripts/PdConnection/PdLevelBind.cs @@ -15,6 +15,7 @@ namespace cylvester [SerializeField] private PdBackend pdbackend; [SerializeField, Range(1, 16)] private int channel = 1; [SerializeField] private LevelEvent levelChanged; + [SerializeField] bool logLevel; private float level_; void Update() @@ -25,6 +26,11 @@ namespace cylvester { level_ = level; levelChanged.Invoke(level_); + + if (logLevel) + { + Debug.Log("Level:" + level_); + } } } } diff --git a/UnityProject/Assets/Scripts/PdConnection/PdPitchBind.cs b/UnityProject/Assets/Scripts/PdConnection/PdPitchBind.cs index 2815bb0..5bef6f3 100644 --- a/UnityProject/Assets/Scripts/PdConnection/PdPitchBind.cs +++ b/UnityProject/Assets/Scripts/PdConnection/PdPitchBind.cs @@ -15,6 +15,7 @@ namespace cylvester [SerializeField] private PdBackend pdbackend; [SerializeField, Range(1, 16)] private int channel = 1; [SerializeField] private LevelEvent pitchChanged; + [SerializeField] bool logPitch; private float pitch_; void Update() @@ -25,6 +26,10 @@ namespace cylvester { pitch_ = pitch; pitchChanged.Invoke(pitch_); + if (logPitch) + { + Debug.Log("Pitch: " + pitch); + } } } } diff --git a/UnityProject/Assets/Scripts/UnitTest.meta b/UnityProject/Assets/Scripts/UnitTest.meta new file mode 100644 index 0000000..64e07e5 --- /dev/null +++ b/UnityProject/Assets/Scripts/UnitTest.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 14b20e54517dff5419ed18c623ac9653 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/StreamingAssets/pd/patch/core.pd b/UnityProject/Assets/StreamingAssets/pd/patch/core.pd index 19fc1dc..7c0a160 100644 --- a/UnityProject/Assets/StreamingAssets/pd/patch/core.pd +++ b/UnityProject/Assets/StreamingAssets/pd/patch/core.pd @@ -85,7 +85,7 @@ files used in this help file., f 22; #X connect 18 0 1 0; #X restore 276 169 pd timberID; #X obj 152 195 r shmemupdate; -#N canvas 224 927 450 300 level 0; +#N canvas 1434 654 450 271 level 0; #X obj 113 172 tabwrite level; #X obj 194 120 loadbang; #X obj 194 145 f \$1, f 6; @@ -96,7 +96,7 @@ files used in this help file., f 22; #X connect 3 0 0 0; #X connect 4 0 3 0; #X restore 359 170 pd level; -#N canvas 0 50 450 300 pitch 0; +#N canvas 1536 915 450 242 pitch 1; #X obj 95 44 inlet~; #X obj 95 94 sigmund~ pitch; #X obj 198 73 loadbang; diff --git a/UnityProject/Assets/ThridParty/Assets/Construction_Site_Column/Materials.meta b/UnityProject/Assets/ThridParty/Assets/Construction_Site_Column/Materials.meta new file mode 100644 index 0000000..0596fb4 --- /dev/null +++ b/UnityProject/Assets/ThridParty/Assets/Construction_Site_Column/Materials.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9581872f89ab2c24c849f6ff4bfeea7d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/UnityProject.sln b/UnityProject/UnityProject.sln index 78fd835..002a6f0 100644 --- a/UnityProject/UnityProject.sln +++ b/UnityProject/UnityProject.sln @@ -1,6 +1,6 @@  Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 16 +# Visual Studio 15 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{5B580621-09B4-68CB-B5F4-5B9DD210A60F}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{3CC9D2C0-C461-07D9-EDF3-4FFB4DE5C299}"