Test With VFX Graph and volumetric Fog in "Max Fun"

This commit is contained in:
max 2019-10-28 23:45:27 +01:00
parent 058856b32e
commit 67d41e333f
95 changed files with 2363 additions and 807 deletions

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@ -9,11 +9,13 @@
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@ -23,7 +23,7 @@
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@ -51,7 +51,7 @@ MonoBehaviour:
x: -785
y: -190
width: 1872
height: 1747
height: 1751
--- !u!114 &114350483966674976
MonoBehaviour:
m_ObjectHideFlags: 1
@ -83,6 +83,7 @@ MonoBehaviour:
- {fileID: 8926484042661614830}
- {fileID: 8926484042661614837}
- {fileID: 8926484042661614841}
- {fileID: 8926484042661614843}
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
@ -114,6 +115,19 @@ MonoBehaviour:
min: -Infinity
max: Infinity
descendantCount: 0
- name: SizeOfBlocks
path: SizeOfBlocks
tooltip:
sheetType: m_Vector3f
realType: Vector3
defaultValue:
m_Type:
m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0,
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m_SerializableObject: '{"x":1.0,"y":1.0,"z":10.0}'
min: -Infinity
max: Infinity
descendantCount: 0
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m_saved: 1
m_SubgraphDependencies: []
@ -142,7 +156,7 @@ MonoBehaviour:
m_Type:
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m_SerializableObject: 100000
m_SerializableObject: 1000
m_Space: 2147483647
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@ -290,23 +304,23 @@ VisualEffectResource:
position = float3(0, 0, 0);\n uint particleId = (uint)0;\n \n\r\n#if
VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
\ \r\n {\n uint tmp_t = particleId / (uint)62500;\n
\ uint tmp_u = tmp_t * (uint)62500;\n uint tmp_v = particleId
- tmp_u;\n uint tmp_x = tmp_v / (uint)250;\n float tmp_y
= (float)tmp_x;\n uint tmp_z = tmp_x * (uint)250;\n uint
\ \r\n {\n uint tmp_t = particleId / (uint)10000;\n
\ uint tmp_u = tmp_t * (uint)10000;\n uint tmp_v = particleId
- tmp_u;\n uint tmp_x = tmp_v / (uint)100;\n float tmp_y
= (float)tmp_x;\n uint tmp_z = tmp_x * (uint)100;\n uint
tmp_ba = tmp_v - tmp_z;\n float tmp_bb = (float)tmp_ba;\n uint
tmp_bc = tmp_v - tmp_v;\n float tmp_bd = (float)tmp_bc;\n float3
tmp_be = float3(tmp_y, tmp_bb, tmp_bd);\n float3 tmp_bg = tmp_be
/ float3(249, 249, 1);\n float3 tmp_bi = tmp_bg * float3(2, 2, 2);\n
/ float3(99, 99, 1);\n float3 tmp_bi = tmp_bg * float3(2, 2, 2);\n
\ float3 tmp_bk = tmp_bi - float3(1, 1, 1);\n float tmp_bl
= tmp_bk[0];\n float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n
\ float3 tmp_bo = tmp_bm * float3(2, 0, 0);\n float tmp_bp
\ float3 tmp_bo = tmp_bm * float3(1.5, 0, 0);\n float tmp_bp
= tmp_bk[1];\n float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n
\ float3 tmp_bs = tmp_bq * float3(0, 2, 0);\n float3 tmp_bt
= tmp_bo + tmp_bs;\n SetAttribute_CAC29747( /*inout */position, tmp_bt);\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
\ float3 tmp_bs = tmp_bq * float3(0, 1.5, 0);\n float3
tmp_bt = tmp_bo + tmp_bs;\n SetAttribute_CAC29747( /*inout */position,
tmp_bt);\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
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@ -334,8 +348,8 @@ VisualEffectResource:
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\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
\ float3 uniform_e;\n\t\t float uniform_b;\n\t\t float uniform_c;\n\t\t
\ float uniform_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
\ float3 uniform_e;\n\t\t float uniform_b;\n\t\t float3 Scale_c;\n\t\t
\ float uniform_c;\n\t\t float uniform_d;\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
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<uint>
@ -405,28 +419,27 @@ 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
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
\ uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_z =
FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c * tmp_z;\n\t\t\t\t float
tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc = float3(tmp_bb, tmp_bb,
tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t float3
tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187, 0).x,
(int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t float3 tmp_bn = tmp_bl * float3(12, 12, 12);\n\t\t\t\t
\ SetAttribute_48A7BEFF( /*inout */angleX, /*inout */angleY, /*inout */angleZ,
tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t
\ float tmp_z = FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c *
tmp_z;\n\t\t\t\t float tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc
= float3(tmp_bb, tmp_bb, tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t
\ float3 tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187,
0).x, (int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\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
@ -579,28 +592,27 @@ 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
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
\ uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_z =
FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c * tmp_z;\n\t\t\t\t float
tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc = float3(tmp_bb, tmp_bb,
tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t float3
tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187, 0).x,
(int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t float3 tmp_bn = tmp_bl * float3(12, 12, 12);\n\t\t\t\t
\ SetAttribute_48A7BEFF( /*inout */angleX, /*inout */angleY, /*inout */angleZ,
tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t
\ float tmp_z = FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c *
tmp_z;\n\t\t\t\t float tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc
= float3(tmp_bb, tmp_bb, tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t
\ float3 tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187,
0).x, (int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\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
@ -629,7 +641,7 @@ 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)0.773221076;\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)0.91263932;\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
@ -768,28 +780,27 @@ 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
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
-1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
\ uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_z =
FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c * tmp_z;\n\t\t\t\t float
tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc = float3(tmp_bb, tmp_bb,
tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t float3
tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187, 0).x,
(int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t float3 tmp_bn = tmp_bl * float3(12, 12, 12);\n\t\t\t\t
\ SetAttribute_48A7BEFF( /*inout */angleX, /*inout */angleY, /*inout */angleZ,
tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_y = particleId ^ asuint(uniform_d);\n\t\t\t\t
\ float tmp_z = FixedRand(tmp_y);\n\t\t\t\t float tmp_ba = uniform_c *
tmp_z;\n\t\t\t\t float tmp_bb = uniform_b + tmp_ba;\n\t\t\t\t float3 tmp_bc
= float3(tmp_bb, tmp_bb, tmp_bb);\n\t\t\t\t float3 tmp_bd = position + tmp_bc;\n\t\t\t\t
\ float3 tmp_bg = GeneratePerlinCurlNoise(tmp_bd, float3(0.200000003, 0.450704187,
0).x, (int)2, float3(0.200000003, 0.450704187, 0).y, float3(0.200000003, 0.450704187,
0).z);\n\t\t\t\t float3 tmp_bh = tmp_bg * uniform_e;\n\t\t\t\t float3
tmp_bj = tmp_bh - float3(-1, -1, -1);\n\t\t\t\t float3 tmp_bl = tmp_bj /
float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\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
@ -818,7 +829,7 @@ 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)0.773221076;\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)0.91263932;\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
@ -928,28 +939,27 @@ 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
\ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
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