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1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_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_d;\n float Blend_f;\n float3 Color_e;\n uint PADDING_0;\n - \ float3 Color_f;\n uint PADDING_1;\n float3 Velocity_g;\n uint PADDING_2;\nCBUFFER_END\n\n\r\n#include + \ float3 OldPosition_a;\n float Lifetime_b;\n float3 Scale_d;\n float + Size_c;\n float3 Color_e;\n float Blend_f;\n float3 Color_f;\n uint + PADDING_0;\n float3 Velocity_g;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if @@ -811,38 +812,37 @@ VisualEffectResource: 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_E50CF182( /*inout */oldPosition, float3(0, - 0, 0));\n }\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_d);\n SetAttribute_FDD06EC7( - /*inout */color, Color_e);\n SetAttribute_18B2FD0( /*inout */color, Color_f, - Blend_f);\n SetAttribute_E629755( /*inout */velocity, Velocity_g);\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 + \ SetAttribute_E50CF182( /*inout */oldPosition, OldPosition_a);\n SetAttribute_F0142CB9( + /*inout */lifetime, Lifetime_b);\n SetAttribute_3278B22F( /*inout */size, + Size_c);\n SetAttribute_D8CFD75F( /*inout */scaleX, /*inout */scaleY, + \ /*inout */scaleZ, Scale_d);\n SetAttribute_FDD06EC7( /*inout */color, + Color_e);\n SetAttribute_18B2FD0( /*inout */color, Color_f, Blend_f);\n + \ SetAttribute_E629755( /*inout */velocity, Velocity_g);\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 + 0x7A03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x8 + 0x44A03) << 2,asuint(scaleX));\n - \ attributeBuffer.Store((index * 0x8 + 0x44A04) << 2,asuint(scaleY));\n - \ attributeBuffer.Store((index * 0x8 + 0x44A05) << 2,asuint(scaleZ));\n - \ attributeBuffer.Store3((index * 0x8 + 0x44A00) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x8 + 0x7A00) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x8 + 0x7A04) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x81A00) << 2,asuint(direction));\n - \ attributeBuffer.Store((index * 0x8 + 0x7A07) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x4 + 0x81A03) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x8 + 0x8503) << 2,asuint(size));\n + \ attributeBuffer.Store((index * 0x8 + 0x4AD03) << 2,asuint(scaleX));\n + \ attributeBuffer.Store((index * 0x8 + 0x4AD04) << 2,asuint(scaleY));\n + \ attributeBuffer.Store((index * 0x8 + 0x4AD05) << 2,asuint(scaleZ));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4AD00) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x8 + 0x8500) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x8 + 0x8504) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x4 + 0x8D500) << 2,asuint(direction));\n + \ attributeBuffer.Store((index * 0x8 + 0x8507) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x4 + 0x8D503) << 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 + 0x7A03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0x44A03) << 2,asuint(scaleX));\n attributeBuffer.Store((index - * 0x8 + 0x44A04) << 2,asuint(scaleY));\n attributeBuffer.Store((index - * 0x8 + 0x44A05) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x44A00) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x8 + 0x7A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x8 + 0x7A04) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x81A00) << 2,asuint(direction));\n attributeBuffer.Store((index - * 0x8 + 0x7A07) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 - + 0x81A03) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ attributeBuffer.Store((index * 0x8 + 0x8503) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x8 + 0x4AD03) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x8 + 0x4AD04) << 2,asuint(scaleY));\n attributeBuffer.Store((index + * 0x8 + 0x4AD05) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index + * 0x8 + 0x4AD00) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x8 + 0x8500) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0x8 + 0x8504) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x8D500) << 2,asuint(direction));\n attributeBuffer.Store((index + * 0x8 + 0x8507) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + + 0x8D503) << 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 @@ -850,9 +850,10 @@ VisualEffectResource: VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_DIRECTION_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 Sphere_center_a;\n float attractionSpeed_a;\n float3 center_b;\n - \ float deltaTime_a;\n float Speed_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \ float3 Sphere_center_a;\n float Sphere_radius_a;\n float3 center_b;\n + \ float attractionSpeed_a;\n float stickForce_a;\n float deltaTime_a;\n + \ float Speed_b;\n float DirectionBlend_b;\n float Size_c;\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 @@ -882,52 +883,51 @@ VisualEffectResource: 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 - + 0x7A07) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + + 0x8507) << 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 size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\tfloat + = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x81A00) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x81A03) << 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 ConformToSphere( /*inout - */velocity, position, mass, Sphere_center_a, (float)100, attractionSpeed_a, - attractionSpeed_a, attractionSpeed_a, (float)0, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ VelocitySpherical_18D( /*inout */velocity, /*inout */direction, position, - center_b, Speed_b, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_39EE3455( - /*inout */size, (float)0.999899983);\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.Store((index - * 0x8 + 0x7A03) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0x7A00) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x7A04) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x81A00) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x81A03) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + * 0x4 + 0x8D500) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x4 + 0x8D503) << 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\tConformToSphere( /*inout */velocity, + position, mass, Sphere_center_a, Sphere_radius_a, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, stickForce_a, deltaTime_a);\n\t\t\tVelocitySpherical_18D( + /*inout */velocity, /*inout */direction, position, center_b, Speed_b, DirectionBlend_b);\n\t\t\tSetAttribute_39EE3455( + /*inout */size, Size_c);\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.Store((index + * 0x8 + 0x8503) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * + 0x8 + 0x8500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x8504) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x8D500) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store((index + * 0x4 + 0x8D503) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x7A07) << 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] + * 0x8 + 0x8507) << 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 size = asfloat(attributeBuffer.Load((index * - 0x8 + 0x7A03) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x7A00) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x7A04) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 direction = - asfloat(attributeBuffer.Load3((index * 0x4 + 0x81A00) << 2));\n\t\tbool alive - = (attributeBuffer.Load((index * 0x8 + 0x7A07) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x81A03) << 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 ConformToSphere( /*inout */velocity, - position, mass, Sphere_center_a, (float)100, attractionSpeed_a, attractionSpeed_a, - attractionSpeed_a, (float)0, deltaTime_a);\n\t\t}\n\t\t{\n\t\t VelocitySpherical_18D( - /*inout */velocity, /*inout */direction, position, center_b, Speed_b, (float)1);\n\t\t}\n\t\t{\n\t\t - \ SetAttribute_39EE3455( /*inout */size, (float)0.999899983);\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.Store((index * 0x8 - + 0x7A03) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x7A00) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x7A04) << - 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x81A00) << - 2,asuint(direction));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7A07) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x81A03) << 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" + 0x8 + 0x8503) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x8500) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x8504) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 direction = + asfloat(attributeBuffer.Load3((index * 0x4 + 0x8D500) << 2));\n\t\tbool alive + = (attributeBuffer.Load((index * 0x8 + 0x8507) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x4 + 0x8D503) << 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\tConformToSphere( /*inout */velocity, position, + mass, Sphere_center_a, Sphere_radius_a, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, stickForce_a, deltaTime_a);\n\t\tVelocitySpherical_18D( /*inout + */velocity, /*inout */direction, position, center_b, Speed_b, DirectionBlend_b);\n\t\tSetAttribute_39EE3455( + /*inout */size, Size_c);\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.Store((index * 0x8 + 0x8503) + << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x8500) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x8504) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x8D500) << 2,asuint(direction));\n\t\tattributeBuffer.Store((index * + 0x8 + 0x8507) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0x8D503) + << 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]Lit Cube Output' source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull @@ -948,9 +948,11 @@ VisualEffectResource: 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\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 + 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 Color_b;\n\t\t float smoothness;\n\t\t float metallic;\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 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 @@ -980,38 +982,38 @@ 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\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x7A07) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x8507) << 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 * 0x8 + 0x7A07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x8 + 0x8507) << 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 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1, 1, 1));\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_b);\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id + & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id + & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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 @@ -1125,38 +1127,38 @@ 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\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x7A07) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x8507) << 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 * 0x8 + 0x7A07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x8 + 0x8507) << 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 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat + asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1, 1, 1));\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_b);\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id + & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id + & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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 @@ -1186,11 +1188,9 @@ VisualEffectResource: USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX = texIndex;\n\t\t\t\t#endif\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 + VFX_VARYING_SMOOTHNESS\n\t\t\t\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 + VFX_VARYING_METALLIC\n\t\t\t\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 @@ -1263,112 +1263,136 @@ VisualEffectResource: m_Infos: m_Expressions: m_Expressions: - - op: 7 + - op: 1 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 + data[3]: 2 - op: 1 - valueIndex: 1 + valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 27 - 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]: 2 + data[3]: 1 + - op: 1 + valueIndex: 4 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 5 - valueIndex: 7 - data[0]: 3 + valueIndex: 6 + data[0]: 0 data[1]: -1 data[2]: 0 data[3]: 2 - op: 26 + valueIndex: 7 + data[0]: 2 + data[1]: 1 + data[2]: -1 + data[3]: 1 + - op: 7 valueIndex: 8 - data[0]: 5 - data[1]: 4 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 31 + valueIndex: 9 + data[0]: 4 + data[1]: 3 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 9 + valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 23 - valueIndex: 10 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 11 - data[0]: 9 - data[1]: 8 - data[2]: -1 - data[3]: 1 - op: 31 - valueIndex: 12 - data[0]: 7 - data[1]: 6 + valueIndex: 11 + data[0]: 6 + data[1]: 5 data[2]: -1 data[3]: 1 - op: 5 - valueIndex: 13 - data[0]: 3 + valueIndex: 12 + data[0]: 0 data[1]: -1 data[2]: 1 data[3]: 2 + - op: 27 + valueIndex: 13 + data[0]: 7 + data[1]: 8 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 1 + data[3]: 1 + - 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-1 - data[2]: 2 - data[3]: 4 - op: 1 valueIndex: 80 data[0]: -1 @@ -1535,43 +1535,43 @@ VisualEffectResource: data[3]: 1 - op: 26 valueIndex: 81 - data[0]: 30 + data[0]: 38 data[1]: 33 data[2]: -1 data[3]: 1 - - op: 6 + - op: 5 valueIndex: 82 - data[0]: -1 + data[0]: 36 data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 73 - valueIndex: 83 - data[0]: 39 - data[1]: 40 - data[2]: 19 - data[3]: 1 + data[2]: 2 + data[3]: 4 - op: 1 - valueIndex: 84 + valueIndex: 83 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 5 + valueIndex: 84 + data[0]: 31 + data[1]: -1 + data[2]: 0 + data[3]: 3 - op: 1 valueIndex: 85 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 31 + - op: 1 valueIndex: 86 - data[0]: 41 - data[1]: 19 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - - op: 20 + - op: 1 valueIndex: 87 - data[0]: 42 + data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 @@ -1580,69 +1580,261 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 3 + data[3]: 1 + - op: 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+ - op: 3 + valueIndex: 130 + data[0]: 61 + data[1]: 60 + data[2]: 71 + data[3]: -1 + - op: 1 + valueIndex: 133 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 6 + valueIndex: 134 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 117 + valueIndex: 135 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 3 + valueIndex: 136 + data[0]: 65 + data[1]: 66 + data[2]: 46 + data[3]: -1 + - op: 3 + valueIndex: 139 + data[0]: 68 + data[1]: 69 + data[2]: 70 + data[3]: -1 + - op: 20 + valueIndex: 142 + data[0]: 59 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 42 + valueIndex: 143 + data[0]: 41 + data[1]: 42 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 146 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 147 + data[0]: 38 + data[1]: 43 + data[2]: -1 + data[3]: 1 + - op: 3 + valueIndex: 148 + data[0]: 6 + data[1]: 63 + data[2]: 6 + data[3]: -1 + - op: 1 + valueIndex: 151 data[0]: -1 data[1]: -1 data[2]: -1 @@ -1654,65 +1846,103 @@ VisualEffectResource: m_Float: m_Array: - m_ExpressionIndex: 1 - m_Value: 0.01 - - m_ExpressionIndex: 4 m_Value: 1 - - m_ExpressionIndex: 5 + - m_ExpressionIndex: 2 m_Value: 58.4 - - m_ExpressionIndex: 8 - m_Value: 400 - - m_ExpressionIndex: 14 + - m_ExpressionIndex: 3 + m_Value: 0.001 + - m_ExpressionIndex: 4 + m_Value: 0.01 + - m_ExpressionIndex: 9 m_Value: -200 - - m_ExpressionIndex: 19 - m_Value: 0 - - m_ExpressionIndex: 20 + - m_ExpressionIndex: 13 + m_Value: 200 + - m_ExpressionIndex: 17 + m_Value: 1 + - m_ExpressionIndex: 21 m_Value: 0 - m_ExpressionIndex: 23 - m_Value: -2 - - m_ExpressionIndex: 24 + m_Value: 20 + - m_ExpressionIndex: 28 + m_Value: 0 + - m_ExpressionIndex: 29 + m_Value: 0 + - m_ExpressionIndex: 32 m_Value: 8 - - m_ExpressionIndex: 30 - m_Value: 5 - m_ExpressionIndex: 33 + m_Value: -2 + - m_ExpressionIndex: 37 + m_Value: 0 + - m_ExpressionIndex: 38 + m_Value: 5 + - m_ExpressionIndex: 43 m_Value: 40 - m_ExpressionIndex: 44 - m_Value: 100 - - m_ExpressionIndex: 48 - m_Value: 1 + m_Value: 0 + - m_ExpressionIndex: 47 + m_Value: 0 - m_ExpressionIndex: 49 - m_Value: 0.9999 + m_Value: 0 + - m_ExpressionIndex: 50 + m_Value: 0 + - m_ExpressionIndex: 51 + m_Value: 0 + - m_ExpressionIndex: 52 + m_Value: 0 + - m_ExpressionIndex: 53 + m_Value: 1 + - m_ExpressionIndex: 54 + m_Value: 2000 + - m_ExpressionIndex: 55 + m_Value: 2000 - m_ExpressionIndex: 56 - m_Value: 0.1 + m_Value: 2000 - m_ExpressionIndex: 57 + m_Value: 1 + - m_ExpressionIndex: 58 + m_Value: 1 + - m_ExpressionIndex: 60 + m_Value: 0 + - m_ExpressionIndex: 61 + m_Value: 0 + - m_ExpressionIndex: 62 + m_Value: 1 + - m_ExpressionIndex: 63 + m_Value: 8 + - m_ExpressionIndex: 64 + m_Value: 1 + - m_ExpressionIndex: 71 + m_Value: 0 + - m_ExpressionIndex: 73 + m_Value: 0.9999 + - m_ExpressionIndex: 79 + m_Value: 0 + - m_ExpressionIndex: 85 m_Value: 60 + - m_ExpressionIndex: 87 + m_Value: 0.1 + - m_ExpressionIndex: 92 + m_Value: 100 m_Vector2f: m_Array: - - m_ExpressionIndex: 3 + - m_ExpressionIndex: 0 m_Value: {x: 0, y: 200} m_Vector3f: m_Array: - - m_ExpressionIndex: 13 + - m_ExpressionIndex: 22 m_Value: {x: -26, y: 0, z: 0} - - m_ExpressionIndex: 18 - m_Value: {x: 20, y: 20, z: 20} - - m_ExpressionIndex: 25 + - m_ExpressionIndex: 40 m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 52 + - m_ExpressionIndex: 82 + m_Value: {x: 0, y: 0, z: 0} + - m_ExpressionIndex: 83 m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 58 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 59 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 60 - m_Value: {x: 2000, y: 2000, z: 2000} - - m_ExpressionIndex: 61 - m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: - - m_ExpressionIndex: 28 - m_Value: {x: 1, y: 0, z: 0, w: 0} - - m_ExpressionIndex: 29 + - m_ExpressionIndex: 36 m_Value: {x: 0, y: 0, z: 0, w: 1} + - m_ExpressionIndex: 39 + m_Value: {x: 1, y: 0, z: 0, w: 0} m_Uint: m_Array: [] m_Int: @@ -1725,36 +1955,36 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: - - m_ExpressionIndex: 63 + - m_ExpressionIndex: 95 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Force - index: 30 + index: 38 - nameId: Gain - index: 4 + index: 1 - nameId: Max_Color - index: 28 + index: 39 - nameId: Min_Color - index: 29 + index: 36 - nameId: Min_Max_Value_To_Color - index: 3 + index: 0 - nameId: Speed - index: 13 + index: 22 - nameId: Target_angles - index: 59 + index: 82 - nameId: Target_position - index: 25 + index: 40 - nameId: Target_scale - index: 58 + index: 83 - nameId: Value_1_ - index: 5 + index: 2 - nameId: Value_2_ - index: 20 + index: 37 m_Buffers: - type: 1 - size: 655744 + size: 714816 layout: - name: lifetime type: 1 @@ -1765,67 +1995,67 @@ VisualEffectResource: - name: velocity type: 3 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 0 - name: size type: 1 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 3 - name: position type: 3 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 4 - name: alive type: 17 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 7 - name: color type: 3 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 0 - name: scaleX type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 3 - name: scaleY type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 4 - name: scaleZ type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 5 - name: direction type: 3 offset: - bucket: 530944 + bucket: 578816 structure: 4 element: 0 - name: age type: 1 offset: - bucket: 530944 + bucket: 578816 structure: 4 element: 3 - capacity: 31200 + capacity: 34000 stride: 4 - type: 1 - size: 655872 + size: 715008 layout: - name: lifetime type: 1 @@ -1836,64 +2066,64 @@ VisualEffectResource: - name: velocity type: 3 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 0 - name: size type: 1 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 3 - name: position type: 3 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 4 - name: alive type: 17 offset: - bucket: 31232 + bucket: 34048 structure: 8 element: 7 - name: color type: 3 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 0 - name: scaleX type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 3 - name: scaleY type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 4 - name: scaleZ type: 1 offset: - bucket: 281088 + bucket: 306432 structure: 8 element: 5 - name: direction type: 3 offset: - bucket: 530944 + bucket: 578816 structure: 4 element: 0 - name: age type: 1 offset: - bucket: 530944 + bucket: 578816 structure: 4 element: 3 - capacity: 31232 + capacity: 34048 stride: 4 - type: 1 size: 1 @@ -1907,7 +2137,7 @@ VisualEffectResource: capacity: 1 stride: 4 - type: 4 - size: 31200 + size: 34000 layout: [] capacity: 0 stride: 4 @@ -1973,13 +2203,13 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Rate - index: 50 + index: 78 params: [] processor: {fileID: 0} shaderSourceIndex: -1 - type: 1 flags: 1 - capacity: 31200 + capacity: 34000 layer: 4294967295 buffers: - nameId: attributeBuffer @@ -1994,9 +2224,9 @@ VisualEffectResource: index: 1 values: - nameId: bounds_center - index: 61 + index: 80 - nameId: bounds_size - index: 60 + index: 81 tasks: - type: 536870912 buffers: @@ -2010,21 +2240,27 @@ VisualEffectResource: index: 2 temporaryBuffers: [] values: + - nameId: OldPosition_a + index: 84 + - nameId: Lifetime_b + index: 85 + - nameId: Size_c + index: 87 - nameId: Scale_d - index: 55 + index: 94 - nameId: Color_e - index: 54 + index: 88 - nameId: Color_f - index: 53 + index: 89 - nameId: Blend_f - index: 51 + index: 90 - nameId: Velocity_g - index: 13 + index: 22 params: - nameId: bounds_center - index: 61 + index: 80 - nameId: bounds_size - index: 60 + index: 81 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -2036,15 +2272,23 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Sphere_center_a - index: 62 + index: 91 + - nameId: Sphere_radius_a + index: 92 - nameId: attractionSpeed_a - index: 45 + index: 93 + - nameId: stickForce_a + index: 79 - nameId: deltaTime_a - index: 46 + index: 86 - nameId: center_b - index: 32 + index: 42 - nameId: Speed_b - index: 47 + index: 77 + - nameId: DirectionBlend_b + index: 75 + - nameId: Size_c + index: 73 params: [] processor: {fileID: 0} shaderSourceIndex: 1 @@ -2054,8 +2298,14 @@ VisualEffectResource: index: 0 temporaryBuffers: [] values: + - nameId: Color_b + index: 72 + - nameId: smoothness + index: 74 + - nameId: metallic + index: 76 - nameId: baseColorMap - index: 63 + index: 95 params: - nameId: sortPriority index: 0 diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/FakeTrails.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/FakeTrails.vfx index e43a981..e49f7a0 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/FakeTrails.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/FakeTrails.vfx @@ -138,7 +138,7 @@ MonoBehaviour: x: -55 y: -94 width: 1827 - height: 2279 + height: 2263 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -882,16 +882,16 @@ VisualEffectResource: \ }\n SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_d);\n \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC800) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(targetPosition));\n \ attributeBuffer.Store3((index * 0x4 + 0x19000) << 2,asuint(color));\n \ attributeBuffer.Store((index * 0x1 + 0x25800) << 2,asuint(lifetime));\n \ attributeBuffer.Store((index * 0x4 + 0x19003) << 2,asuint(alpha));\n \ attributeBuffer.Store((index * 0x2 + 0x28A00) << 2,asuint(age));\n \ attributeBuffer.Store((index * 0x2 + 0x28A01) << 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 + 0xC800) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(targetPosition));\n \ attributeBuffer.Store3((index * 0x4 + 0x19000) << 2,asuint(color));\n \ attributeBuffer.Store((index * 0x1 + 0x25800) << 2,asuint(lifetime));\n \ attributeBuffer.Store((index * 0x4 + 0x19003) << 2,asuint(alpha));\n @@ -901,8 +901,8 @@ VisualEffectResource: name: '[System 2]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer @@ -957,9 +957,9 @@ VisualEffectResource: - compute: 0 name: '[System 2]Lit Quad Output' source: "Shader \"Hidden/VFX/System 2/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_COLOR_CURRENT @@ -971,29 +971,427 @@ VisualEffectResource: 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_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 USE_NORMAL_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + 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 USE_NORMAL_MAP 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 USE_NORMAL_BENDING + 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t \ float4 Scale_d;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState samplernormalMap;\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 + 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 + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\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\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, (float)0.00999999978);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\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\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\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\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\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 + 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 + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\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\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, (float)0.00999999978);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\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\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\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\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\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)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 + 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\tfloat + normalScale = (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 + \ normalScale = (float)2;\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_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 @@ -1063,8 +1461,8 @@ 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 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat @@ -1080,8 +1478,8 @@ VisualEffectResource: targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat @@ -1251,8 +1649,8 @@ 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 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat @@ -1268,8 +1666,8 @@ VisualEffectResource: targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat @@ -1337,27 +1735,6 @@ VisualEffectResource: 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 2]CameraSort' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n - \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n - \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer - inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct - Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer - outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 - groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint - threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = - inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if - VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 - wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp - kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index - = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" m_Infos: m_Expressions: m_Expressions: @@ -1481,66 +1858,48 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: -1 - - op: 1 + - op: 56 valueIndex: 40 - data[0]: -1 + data[0]: 9 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 41 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 42 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 43 - data[0]: 14 - data[1]: 13 - data[2]: -1 - data[3]: 1 - op: 1 valueIndex: 44 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 1 valueIndex: 45 data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 46 + data[0]: 14 + data[1]: 13 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 47 + data[0]: -1 + data[1]: -1 + data[2]: -1 data[3]: 6 - op: 5 - valueIndex: 46 + valueIndex: 48 data[0]: 15 data[1]: -1 data[2]: 1 data[3]: 2 - op: 5 - valueIndex: 47 + valueIndex: 49 data[0]: 15 data[1]: -1 data[2]: 0 data[3]: 2 - - op: 1 - valueIndex: 48 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 49 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 1 valueIndex: 50 data[0]: -1 @@ -1552,31 +1911,43 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 54 + valueIndex: 52 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 57 - 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Lifetime index: 15 - nameId: Random Speed @@ -1847,14 +2218,14 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 + structure: 8 element: 0 - name: targetPosition type: 3 offset: - bucket: 51200 - structure: 4 - element: 0 + bucket: 0 + structure: 8 + element: 4 - name: color type: 3 offset: @@ -1991,14 +2362,14 @@ VisualEffectResource: type: 3 offset: bucket: 0 - structure: 4 + structure: 8 element: 0 - name: targetPosition type: 3 offset: - bucket: 51200 - structure: 4 - element: 0 + bucket: 0 + structure: 8 + element: 4 - name: color type: 3 offset: @@ -2041,21 +2412,6 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 12800 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 12800 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 12800 - layout: [] - capacity: 0 - stride: 8 m_TemporaryBuffers: [] m_CPUBuffers: - capacity: 1 @@ -2134,9 +2490,9 @@ VisualEffectResource: index: 1 values: - nameId: bounds_center - index: 33 - - nameId: bounds_size index: 32 + - nameId: bounds_size + index: 31 tasks: - type: 536870912 buffers: @@ -2151,14 +2507,14 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: A_b - index: 27 - - nameId: B_b index: 26 + - nameId: B_b + index: 25 params: - nameId: bounds_center - index: 33 - - nameId: bounds_size index: 32 + - nameId: bounds_size + index: 31 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -2182,14 +2538,14 @@ VisualEffectResource: - nameId: uniform_f index: 4 - nameId: Scale_d - index: 34 + index: 20 - nameId: deltaTime_e index: 19 params: [] processor: {fileID: 0} shaderSourceIndex: 1 - type: 1 - flags: 7 + flags: 5 capacity: 12800 layer: 1 buffers: @@ -2203,17 +2559,11 @@ VisualEffectResource: index: 8 - nameId: deadListCount index: 9 - - nameId: indirectBuffer - index: 10 - - nameId: sortBufferA - index: 11 - - nameId: sortBufferB - index: 12 values: - nameId: bounds_center - index: 33 + index: 32 - nameId: bounds_size - index: 31 + index: 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pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx index 8262665..b78994a 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx @@ -15,7 +15,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: - {fileID: 8926484042661616901} - m_UIPosition: {x: 849, y: -208} + m_UIPosition: {x: 979, y: -203} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -84,9 +84,9 @@ MonoBehaviour: uiBounds: serializedVersion: 2 x: -1581 - y: -208 - width: 2996 - height: 2771 + y: -203 + width: 3005 + height: 2763 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -171,7 +171,7 @@ MonoBehaviour: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 + m_SerializableObject: 8.44 min: -Infinity max: Infinity descendantCount: 0 @@ -549,7 +549,7 @@ MonoBehaviour: - {fileID: 8926484042661614832} - {fileID: 8926484042661614834} - {fileID: 8926484042661616898} - m_UIPosition: {x: 827, y: 183} + m_UIPosition: {x: 1016, y: 191} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: @@ -1575,7 +1575,7 @@ VisualEffectResource: m_Float: m_Array: - m_ExpressionIndex: 0 - m_Value: 1 + m_Value: 8.44 - m_ExpressionIndex: 1 m_Value: 0 - m_ExpressionIndex: 2 @@ -3440,7 +3440,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 + m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] m_OutputSlots: @@ -3507,7 +3507,7 @@ MonoBehaviour: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 + m_SerializableObject: 8.44 m_Space: 2147483647 m_Property: name: o @@ -5858,7 +5858,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: [] m_UIPosition: {x: -1386, y: 1222} - m_UICollapsed: 0 + m_UICollapsed: 1 m_UISuperCollapsed: 0 m_InputSlots: - {fileID: 8926484042661615922} @@ -11500,7 +11500,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: - {fileID: 8926484042661618419} - m_UIPosition: {x: 974, y: 2204} + m_UIPosition: {x: 1048, y: 2201} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Demo Points.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Demo Points.vfx index f4a215e..37e951a 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Demo Points.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Demo Points.vfx @@ -133,9 +133,8 @@ MonoBehaviour: - {fileID: 8926484042661615179} - {fileID: 8926484042661615232} - {fileID: 8926484042661615240} - - {fileID: 8926484042661615265} + - {fileID: 8926484042661615278} - {fileID: 8926484042661615269} - - {fileID: 8926484042661615271} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -189,7 +188,7 @@ MonoBehaviour: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 + m_SerializableObject: 1.43 min: -Infinity max: Infinity descendantCount: 0 @@ -272,10 +271,9 @@ 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\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 + 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 \"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 @@ -296,22 +294,21 @@ VisualEffectResource: color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 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_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] + \ float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t\t + \ float tmp_x = tmp_w[0];\n\t\t\t float tmp_y = tmp_w[1];\n\t\t\t float + tmp_z = tmp_w[2];\n\t\t\t float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t\t + \ SetAttribute_CAC29747( /*inout */position, tmp_ba);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float4 tmp_w = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t + \ float4 tmp_y = tmp_w * float4(100, 100, 100, 100);\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 SetAttribute_FDD06EC7( + /*inout */color, tmp_bc);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_w = 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] = 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 @@ -319,22 +316,22 @@ 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_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 - indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] - = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + = 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 + \ float4 tmp_y = tmp_w * float4(100, 100, 100, 100);\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 SetAttribute_FDD06EC7( + /*inout */color, tmp_bc);\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 * 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 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]Lit Quad Output' source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull @@ -694,7 +691,7 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 valueIndex: 2 data[0]: -1 @@ -712,53 +709,53 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 data[3]: 6 - - op: 31 - valueIndex: 6 - data[0]: 2 - data[1]: 1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 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]: 7 - op: 26 - valueIndex: 10 + valueIndex: 5 data[0]: 0 data[1]: 0 data[2]: -1 data[3]: 6 - op: 1 - valueIndex: 11 + valueIndex: 6 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 4 - - op: 30 + - op: 1 + valueIndex: 10 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 64 + valueIndex: 11 + data[0]: 5 + 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]: 1 + - op: 31 + valueIndex: 14 + data[0]: 8 + data[1]: 2 + data[2]: -1 + data[3]: 1 + - op: 1 valueIndex: 15 - data[0]: 6 - data[1]: 4 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 @@ -767,86 +764,44 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 64 + - op: 2 valueIndex: 17 - data[0]: 10 - data[1]: -1 + data[0]: 11 + data[1]: 11 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 18 + valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 29 - valueIndex: 19 - data[0]: 12 - data[1]: 1 - data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 valueIndex: 20 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 + data[3]: 3 - 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 + valueIndex: 26 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - op: 1 - valueIndex: 35 + valueIndex: 28 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 9 - valueIndex: 36 + valueIndex: 29 data[0]: -1 data[1]: -1 data[2]: -1 @@ -857,37 +812,31 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - 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_ExpressionIndex: 9 m_Value: 768 - - m_ExpressionIndex: 17 + - m_ExpressionIndex: 10 m_Value: 1024 - - m_ExpressionIndex: 20 + - m_ExpressionIndex: 12 m_Value: 0.5 - - m_ExpressionIndex: 21 + - m_ExpressionIndex: 13 m_Value: 0.01 + - m_ExpressionIndex: 19 + m_Value: 1.43 m_Vector2f: m_Array: - - m_ExpressionIndex: 25 + - m_ExpressionIndex: 18 m_Value: {x: 0, y: 0} m_Vector3f: m_Array: - - m_ExpressionIndex: 23 + - m_ExpressionIndex: 16 m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 24 + - m_ExpressionIndex: 17 m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: - - m_ExpressionIndex: 11 + - m_ExpressionIndex: 6 m_Value: {x: 100, y: 100, z: 100, w: 100} m_Uint: m_Array: @@ -895,7 +844,7 @@ VisualEffectResource: m_Value: 640 - m_ExpressionIndex: 3 m_Value: 64 - - m_ExpressionIndex: 5 + - m_ExpressionIndex: 4 m_Value: 192 m_Int: m_Array: [] @@ -907,23 +856,23 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: + - m_ExpressionIndex: 1 + m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - m_ExpressionIndex: 7 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 9 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 26 + - m_ExpressionIndex: 15 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 7 + index: 1 - nameId: Azure Depth - index: 9 + index: 7 - nameId: Resolution index: 0 - nameId: Spectrum Value 1 - index: 2 + index: 19 m_Buffers: - type: 1 size: 4096000 @@ -1066,9 +1015,9 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Count - index: 22 + index: 14 - nameId: Delay - index: 25 + index: 18 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -1091,9 +1040,9 @@ VisualEffectResource: index: 5 values: - nameId: bounds_center - index: 24 + index: 17 - nameId: bounds_size - index: 23 + index: 16 tasks: - type: 536870912 buffers: @@ -1107,9 +1056,9 @@ VisualEffectResource: index: 0 params: - nameId: bounds_center - index: 24 + index: 17 - nameId: bounds_size - index: 23 + index: 16 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -1120,12 +1069,10 @@ VisualEffectResource: index: 3 temporaryBuffers: [] values: - - nameId: uniform_b - index: 19 - nameId: texture_b - index: 9 - - nameId: texture_c index: 7 + - nameId: texture_c + index: 1 params: [] processor: {fileID: 0} shaderSourceIndex: 1 @@ -1140,7 +1087,7 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: localToWorld - index: 27 + index: 20 params: [] processor: {fileID: 0} shaderSourceIndex: 3 @@ -1153,7 +1100,7 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: baseColorMap - index: 26 + index: 15 params: - nameId: sortPriority index: 0 @@ -3650,7 +3597,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 8926484042661615266} + - {fileID: 8926484042661615279} --- !u!114 &8926484042661615143 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4723,7 +4670,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: - - {fileID: 8926484042661615268} + - {fileID: 8926484042661615281} --- !u!114 &8926484042661615179 MonoBehaviour: m_ObjectHideFlags: 0 @@ -5550,142 +5497,6 @@ MonoBehaviour: m_OutputSlots: [] m_Disabled: 0 mode: 0 ---- !u!114 &8926484042661615265 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: b8ee8a7543fa09e42a7c8616f60d2ad7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 114350483966674976} - m_Children: [] - m_UIPosition: {x: 223.47826, y: 31.594166} - m_UICollapsed: 0 - m_UISuperCollapsed: 0 - m_InputSlots: - - {fileID: 8926484042661615266} - - {fileID: 8926484042661615267} - m_OutputSlots: - - {fileID: 8926484042661615268} - m_Operands: - - name: a - type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - - name: b - type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 ---- !u!114 &8926484042661615266 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615266} - m_MasterData: - m_Owner: {fileID: 8926484042661615265} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 - m_Space: 2147483647 - m_Property: - name: a - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661615142} ---- !u!114 &8926484042661615267 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615267} - m_MasterData: - m_Owner: {fileID: 8926484042661615265} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 - m_Space: 2147483647 - m_Property: - name: b - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661615277} ---- !u!114 &8926484042661615268 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615268} - m_MasterData: - m_Owner: {fileID: 8926484042661615265} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, 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b/UnityProject/Assets/Scenes/Examples/Qlist/scripts/TimelineController.cs index b6152a8..7be7903 100644 --- a/UnityProject/Assets/Scenes/Examples/Qlist/scripts/TimelineController.cs +++ b/UnityProject/Assets/Scenes/Examples/Qlist/scripts/TimelineController.cs @@ -76,7 +76,6 @@ namespace cylvester if (playableDirector.state == PlayState.Paused) return; - if (!(Time.fixedUnscaledTime >= transitionTargetRealtime_)) // check if Transition has not finished yet { diff --git a/UnityProject/Assets/Settings/AzureSettings.asset b/UnityProject/Assets/Settings/AzureSettings.asset index 1427623..93fbebd 100644 --- a/UnityProject/Assets/Settings/AzureSettings.asset +++ b/UnityProject/Assets/Settings/AzureSettings.asset @@ -12,11 +12,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: daa4216d09a83dc479a7ee221b2a5bf9, type: 3} m_Name: AzureSettings m_EditorClassIdentifier: - _autoExposure: 0 + _autoExposure: 1 _exposure: 1 - _autoWhiteBalance: 0 - _whiteBalance: 0.5 - _brightness: 0.448 + _autoWhiteBalance: 1 + _whiteBalance: 0 + _brightness: 0 _contrast: 0.5 _saturation: 0.5 _sharpness: 0.5 diff --git a/UnityProject/Assets/TextMesh Pro/Fonts/Alien_lines_1.asset b/UnityProject/Assets/TextMesh Pro/Fonts/Alien_lines_1.asset index de5536e..03081a4 100644 --- a/UnityProject/Assets/TextMesh Pro/Fonts/Alien_lines_1.asset +++ b/UnityProject/Assets/TextMesh Pro/Fonts/Alien_lines_1.asset @@ -133,7 +133,7 @@ Material: m_Colors: - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} - - _FaceColor: {r: 1, g: 1, b: 1, a: 1} + - _FaceColor: {r: 0, g: 0, b: 0, a: 1} - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/UnityProject/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/UnityProject/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset index a771be6..04ac1d2 100644 --- a/UnityProject/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/UnityProject/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -56,7 +56,7 @@ Material: - _WeightNormal: 0 m_Colors: - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} - - _FaceColor: {r: 0, g: 0, b: 0, a: 1} + - _FaceColor: {r: 1, g: 0, b: 0, a: 1} - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} --- !u!114 &11400000 diff --git a/UnityProject/ProjectSettings/TagManager.asset b/UnityProject/ProjectSettings/TagManager.asset index 8a13213..8f4b3eb 100644 --- a/UnityProject/ProjectSettings/TagManager.asset +++ b/UnityProject/ProjectSettings/TagManager.asset @@ -17,7 +17,7 @@ TagManager: - VFX - IgnoreReflection - NoShadows - - + - IgnoreDOF - - -