diff --git a/UnityProject/.idea/.idea.UnityProject/.idea/contentModel.xml b/UnityProject/.idea/.idea.UnityProject/.idea/contentModel.xml
index 52b7020..3cab044 100644
--- a/UnityProject/.idea/.idea.UnityProject/.idea/contentModel.xml
+++ b/UnityProject/.idea/.idea.UnityProject/.idea/contentModel.xml
@@ -21,6 +21,24 @@
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diff --git a/UnityProject/.idea/.idea.UnityProject/.idea/indexLayout.xml b/UnityProject/.idea/.idea.UnityProject/.idea/indexLayout.xml
index 3c373d8..44b83ea 100644
--- a/UnityProject/.idea/.idea.UnityProject/.idea/indexLayout.xml
+++ b/UnityProject/.idea/.idea.UnityProject/.idea/indexLayout.xml
@@ -9,6 +9,7 @@
Library/PackageCache/com.unity.collab-proxy@1.2.15
Library/PackageCache/com.unity.collab-proxy@1.2.16
Library/PackageCache/com.unity.ext.nunit@1.0.0
+ Library/PackageCache/com.unity.ide.rider@1.1.0
Library/PackageCache/com.unity.ide.vscode@1.1.2
Library/PackageCache/com.unity.multiplayer-hlapi@1.0.2
Library/PackageCache/com.unity.package-manager-ui@2.0.7
@@ -34,6 +35,7 @@
AudioSamples
Library
Logs
+ Temp
obj
diff --git a/UnityProject/.idea/.idea.UnityProject/.idea/workspace.xml b/UnityProject/.idea/.idea.UnityProject/.idea/workspace.xml
index b2d3202..78e031f 100644
--- a/UnityProject/.idea/.idea.UnityProject/.idea/workspace.xml
+++ b/UnityProject/.idea/.idea.UnityProject/.idea/workspace.xml
@@ -2,27 +2,12 @@
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+
@@ -96,6 +84,7 @@
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@@ -234,6 +223,7 @@
+
1562485186899
diff --git a/UnityProject/Assembly-CSharp-Editor.csproj b/UnityProject/Assembly-CSharp-Editor.csproj
index f643a14..37ac8c6 100644
--- a/UnityProject/Assembly-CSharp-Editor.csproj
+++ b/UnityProject/Assembly-CSharp-Editor.csproj
@@ -25,7 +25,7 @@
full
false
Temp\bin\Debug\
- DEBUG;TRACE;UNITY_2019_2_8;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;EXTOSC;UNITY_POST_PROCESSING_STACK_V2;NET_4_6;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
+ DEBUG;TRACE;UNITY_2019_2_8;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;EXTOSC;UNITY_POST_PROCESSING_STACK_V2;NET_4_6;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
prompt
4
0169
@@ -49,10 +49,10 @@
- C:\Program Files\Unity_2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll
+ D:\Unity Installs\2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll
- C:\Program Files\Unity_2019.2.8f1\Editor\Data\Managed/UnityEditor.dll
+ D:\Unity Installs\2019.2.8f1\Editor\Data\Managed/UnityEditor.dll
@@ -71,688 +71,706 @@
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.TestRunner.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.TestRunner.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.TestRunner.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.TestRunner.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Runtime.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Runtime.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Runtime.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Runtime.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.UI.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.UI.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.CollabProxy.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.CollabProxy.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.HighDefinition.Runtime.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.HighDefinition.Runtime.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-weaver.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-weaver.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.XR.LegacyInputHelpers.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Rider.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Rider.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.SpatialTracking.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.SpatialTracking.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.ShaderGraph.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.ShaderGraph.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.HighDefinition.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.HighDefinition.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.ShaderLibrary.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.ShaderLibrary.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.TextMeshPro.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.TextMeshPro.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.XR.LegacyInputHelpers.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.UI.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.UI.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AndroidJNIModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.DSPGraphModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.FileSystemHttpModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.FileSystemHttpModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.HotReloadModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.HotReloadModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputLegacyModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.InputLegacyModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.JSONSerializeModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.JSONSerializeModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.LocalizationModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.LocalizationModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.PerformanceReportingModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.PerformanceReportingModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.PhysicsModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.PhysicsModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.Physics2DModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.Physics2DModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ProfilerModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ProfilerModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ScreenCaptureModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.ScreenCaptureModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SharedInternalsModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SharedInternalsModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteMaskModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteMaskModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteShapeModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteShapeModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.StreamingModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.StreamingModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SubstanceModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.SubstanceModule.dll
- C:/Program Files/Unity_2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.TLSModule.dll
+ D:/Unity Installs/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.TLSModule.dll
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- C:/Program Files/Unity_2019.2.8f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/Boo.Lang.dll
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diff --git a/UnityProject/Assembly-CSharp.csproj b/UnityProject/Assembly-CSharp.csproj
index 73f4f1e..03251ab 100644
--- a/UnityProject/Assembly-CSharp.csproj
+++ b/UnityProject/Assembly-CSharp.csproj
@@ -25,7 +25,7 @@
full
false
Temp\bin\Debug\
- DEBUG;TRACE;UNITY_2019_2_8;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;EXTOSC;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
+ DEBUG;TRACE;UNITY_2019_2_8;UNITY_2019_2;UNITY_2019;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_STANDARD_2_0;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;EXTOSC;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER
prompt
4
0169
@@ -49,10 +49,10 @@
- C:\Program Files\Unity_2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll
+ D:\Unity Installs\2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll
- C:\Program Files\Unity_2019.2.8f1\Editor\Data\Managed/UnityEditor.dll
+ D:\Unity Installs\2019.2.8f1\Editor\Data\Managed/UnityEditor.dll
@@ -304,661 +304,667 @@
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+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VSCode.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.Editor.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Polybrush.Editor.dll
- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll
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- C:/Users/chikashi/Development/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Runtime.dll
+ D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.VisualEffectGraph.Runtime.dll
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- C:/Program Files/Unity_2019.2.8f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/UnityScript.Lang.dll
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- C:/Program Files/Unity_2019.2.8f1/Editor/Data/MonoBleedingEdge/lib/mono/unityscript/Boo.Lang.dll
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diff --git a/UnityProject/Assets/Plugins/Editor/JetBrains.meta b/UnityProject/Assets/Animations.meta
similarity index 77%
rename from UnityProject/Assets/Plugins/Editor/JetBrains.meta
rename to UnityProject/Assets/Animations.meta
index f05c782..2dd22b9 100644
--- a/UnityProject/Assets/Plugins/Editor/JetBrains.meta
+++ b/UnityProject/Assets/Animations.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: c23199f6683cd9241819dcfaa99c9502
+guid: 6d4e12c65b5db74449af90dbb9b1dcdd
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/UnityProject/Assets/Animations/BoxAnimation.anim b/UnityProject/Assets/Animations/BoxAnimation.anim
new file mode 100644
index 0000000..854c888
--- /dev/null
+++ b/UnityProject/Assets/Animations/BoxAnimation.anim
@@ -0,0 +1,144 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!74 &7400000
+AnimationClip:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: BoxAnimation
+ serializedVersion: 6
+ m_Legacy: 1
+ m_Compressed: 0
+ m_UseHighQualityCurve: 1
+ m_RotationCurves: []
+ m_CompressedRotationCurves: []
+ m_EulerCurves: []
+ m_PositionCurves:
+ - curve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: {x: -3.1181393, y: 1.6644897, z: 3.043197}
+ inSlope: {x: 0, y: 0, z: 0}
+ outSlope: {x: 4.800001, y: 0, z: 0}
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
+ outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
+ - serializedVersion: 3
+ time: 1
+ value: {x: 1.6818619, y: 1.6644897, z: 3.043197}
+ inSlope: {x: 4.800001, y: 0, z: 0}
+ outSlope: {x: 0, y: 0, z: 0}
+ tangentMode: 0
+ weightedMode: 0
+ inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
+ outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ path:
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+ m_FloatCurves: []
+ m_PPtrCurves: []
+ m_SampleRate: 60
+ m_WrapMode: 0
+ m_Bounds:
+ m_Center: {x: 0, y: 0, z: 0}
+ m_Extent: {x: 0, y: 0, z: 0}
+ m_ClipBindingConstant:
+ genericBindings: []
+ pptrCurveMapping: []
+ m_AnimationClipSettings:
+ serializedVersion: 2
+ m_AdditiveReferencePoseClip: {fileID: 0}
+ m_AdditiveReferencePoseTime: 0
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+ m_HeightFromFeet: 0
+ m_Mirror: 0
+ m_EditorCurves:
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+ m_Curve:
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+ tangentMode: 69
+ weightedMode: 0
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+ time: 1
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+ inSlope: 4.800001
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+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
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+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ attribute: m_LocalPosition.x
+ path:
+ classID: 4
+ script: {fileID: 0}
+ - curve:
+ serializedVersion: 2
+ m_Curve:
+ - serializedVersion: 3
+ time: 0
+ value: 1.6644897
+ inSlope: 0
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+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ attribute: m_LocalPosition.y
+ path:
+ classID: 4
+ script: {fileID: 0}
+ - curve:
+ serializedVersion: 2
+ m_Curve:
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+ time: 0
+ value: 3.043197
+ inSlope: 0
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+ tangentMode: 136
+ weightedMode: 0
+ inWeight: 0.33333334
+ outWeight: 0.33333334
+ m_PreInfinity: 2
+ m_PostInfinity: 2
+ m_RotationOrder: 4
+ attribute: m_LocalPosition.z
+ path:
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+ script: {fileID: 0}
+ m_EulerEditorCurves: []
+ m_HasGenericRootTransform: 0
+ m_HasMotionFloatCurves: 0
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diff --git a/UnityProject/Assets/Animations/BoxAnimation.anim.meta b/UnityProject/Assets/Animations/BoxAnimation.anim.meta
new file mode 100644
index 0000000..8135896
--- /dev/null
+++ b/UnityProject/Assets/Animations/BoxAnimation.anim.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4e1273c776f65fa44a0134c67d60bca2
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 7400000
+ userData:
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+ assetBundleVariant:
diff --git a/UnityProject/Assets/HDRP/Flare.vfx b/UnityProject/Assets/HDRP/Flare.vfx
index ee22509..e532e12 100644
--- a/UnityProject/Assets/HDRP/Flare.vfx
+++ b/UnityProject/Assets/HDRP/Flare.vfx
@@ -41,7 +41,6 @@ MonoBehaviour:
- {fileID: 8926484042661614611}
- {fileID: 8926484042661614634}
- {fileID: 8926484042661614653}
- - {fileID: 8926484042661614691}
- {fileID: 8926484042661614694}
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
@@ -76,136 +75,140 @@ VisualEffectResource:
m_ShaderSources:
- compute: 1
name: '[System 1]Initialize'
- source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_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\nCBUFFER_START(parameters)\n
- \ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include
+ 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 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
- attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
- !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
- spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
- \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
- systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer
- deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
- fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
- VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer
- inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout
- uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
- float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized
- */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n
- \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n
- \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
- \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
- cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
- \ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float
- A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform
- channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
- CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
- \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
- !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
- VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
- * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
- currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
- = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid PositionSphere_0(inout float3 position,
+ inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float
+ ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface
+ spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta
+ = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor)
+ * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x,
+ sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction
+ = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius)
+ + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float
+ lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
+ Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
- on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
- \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
- = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
- \ }\n }\n */\n \n\n#endif\n float3 position
- = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n
- \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n
- \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if
- VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
- VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
- \ \n {\n PositionSphere_0( /*inout */position, /*inout
- */seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.72, (float)6.283185,
- (float)1);\n }\n {\n SetAttribute_F01429A3( /*inout
- */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if
- VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
- deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
+ \ }\n }\n */\n \n\r\n#endif\r\n float3
+ position = float3(0, 0, 0);\n uint seed = (uint)0;\n float3 direction
+ = float3(0, 0, 1);\n float lifetime = (float)1;\n float3 velocity
+ = float3(0, 0, 0);\n bool alive = (bool)true;\n float age = (float)0;\n
+ \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
+ VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
+ \ \r\n {\n PositionSphere_0( /*inout */position, /*inout
+ */seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.720000029,
+ (float)6.28318548, (float)1);\n }\n {\n SetAttribute_F01429A3(
+ /*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\r\n\r\n#if
+ VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
+ = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
- * 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint
- index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
- 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
+ * 0x8 + 0x7) << 2,asuint(age));\n \n\r\n }\r\n#else\r\n uint
+ index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
+ << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n
- \ \n\n#endif\n }\n}\n"
+ \ \n\r\n#endif\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]Update'
- source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_MASS_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\nCBUFFER_START(parameters)\n
+ 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 Intensity_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D
- VectorField_a;\nSamplerState samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
- attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if
- VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
- \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
- VectorFieldForce_0(inout float3 velocity, float mass, float3 position, VFXSampler3D
- VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
- float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False
- ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
- float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField,
- vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n
- \ \n velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
+ VectorField_a;\nSamplerState samplerVectorField_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid VectorFieldForce_0(inout
+ float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4
+ InvFieldTransform, float4x4 FieldTransform, float Intensity, float deltaTime)
+ /*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False ConserveMagnitude:False
+ */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
+ \ \n float3 value = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz
+ * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n
+ \ velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
- { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
- groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
- id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
- * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
- alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
- position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat
- lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
+ { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index
+ * 0x8 + 0x3) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
+ = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime
+ = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat
mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8
- + 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
- = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
+ + 0x7) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition
+ = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1),
Intensity_a, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
+ lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
- 0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
- = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
- * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
- = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ 0x8 + 0x7) << 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 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
- 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
- = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_0( /*inout */velocity,
- mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1),
- float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
- /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
- lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
- + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4)
- << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index
- * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
- indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
- = index;\n#endif\n#endif\n\t}\n}\n"
+ 0x8 + 0x7) << 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 VectorFieldForce_0( /*inout
+ */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
+ float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1),
+ Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
+ velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
+ lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
+ 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
+ + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3)
+ << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\r\n#if
+ VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]Quad Output'
- source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
- Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
@@ -228,7 +231,7 @@ VisualEffectResource:
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\n\t\t\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\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
@@ -284,13 +287,13 @@ VisualEffectResource:
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
- color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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
+ 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)0.1;\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\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x7) << 2));\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
@@ -299,17 +302,17 @@ VisualEffectResource:
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
- color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
- axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
- axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
+ axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
+ axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
- pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x7) << 2));\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_3278B22F( /*inout */size, (float)0.35);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151644(
+ \ SetAttribute_3278B22F( /*inout */size, (float)0.349999994);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151644(
/*inout */scaleX, Scale_c);\n\t\t\t\tAttributeFromCurve_53691388( /*inout */scaleX,
\ /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age,
lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
@@ -365,7 +368,7 @@ VisualEffectResource:
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
- = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
+ = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
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+ = 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\t\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\r\n\t\t\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
+ \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]Initialize'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC29747(inout float3 position,
+ float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n{\n position = Position;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
+ sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
+ (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
+ (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+ += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
+ \ if (id < currentSumSpawnCount)\n {\n break;\n
+ \ }\n }\n */\n \n\r\n#endif\r\n float3
+ position = float3(0, 0, 0);\n uint particleId = (uint)0;\n \n\r\n#if
+ VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
+ VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
+ \ \r\n {\n uint tmp_t = particleId / (uint)62500;\n
+ \ uint tmp_u = tmp_t * (uint)62500;\n uint tmp_v = particleId
+ - tmp_u;\n uint tmp_x = tmp_v / (uint)250;\n float tmp_y
+ = (float)tmp_x;\n uint tmp_z = tmp_x * (uint)250;\n uint
+ tmp_ba = tmp_v - tmp_z;\n float tmp_bb = (float)tmp_ba;\n uint
+ tmp_bc = tmp_v - tmp_v;\n float tmp_bd = (float)tmp_bc;\n float3
+ tmp_be = float3(tmp_y, tmp_bb, tmp_bd);\n float3 tmp_bg = tmp_be
+ / float3(249, 249, 1);\n float3 tmp_bi = tmp_bg * float3(2, 2, 2);\n
+ \ float3 tmp_bk = tmp_bi - float3(1, 1, 1);\n float tmp_bl
+ = tmp_bk[0];\n float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n
+ \ float3 tmp_bo = tmp_bm * float3(2, 0, 0);\n float tmp_bp
+ = tmp_bk[1];\n float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n
+ \ float3 tmp_bs = tmp_bq * float3(0, 2, 0);\n float3 tmp_bt
+ = tmp_bo + tmp_bs;\n SetAttribute_CAC29747( /*inout */position, tmp_bt);\n
+ \ }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n
+ \ {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint
+ index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
+ * 0x4 + 0x3) << 2,asuint(particleId));\n \n\r\n }\r\n#else\r\n
+ \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
+ 0x4 + 0x3) << 2,asuint(particleId));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 0
+ name: '[System 1]Lit Mesh Output'
+ source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ 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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
+ 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
+ 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
+ VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
+ 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
+ 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
+ 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
+ 1\n\t\t#define VFX_USE_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_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS
+ 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define
+ HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define
+ HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define
+ IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
+ \ float3 uniform_e;\n\t\t float uniform_b;\n\t\t float uniform_c;\n\t\t
+ \ float uniform_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
+ baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define
+ VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
+ attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
+ indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
+ deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
+ nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\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{\t\t\n\t\t\t\tfloat4
+ pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\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 HDRP_USE_NORMAL_MAP\n\t\t\t\tfloat4
+ tangent : TEXCOORD4;\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 HDRP_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#endif\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
+ float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t
+ \ angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
+ color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151642(inout
+ float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
+ Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
+ \ scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
+ vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3
+ normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent
+ : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index
+ = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
+ deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
+ deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
+ - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
+ cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
+ tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
+ */angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
+ /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
+ 5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
+ o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ 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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
+ i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
+ = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
+ = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\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\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\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\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{\t\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef
+ WRITE_NORMAL_BUFFER\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\n\t\t\t\t\t\t\tfloat3
+ normalWS = normalize(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\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3
+ bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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\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;\n\t\t#endif\t\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\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\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\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\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\tfloat3
+ normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\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
+ : TEXCOORD4;\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 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct
+ ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\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\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT
+ tangent\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_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
+ float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t
+ \ angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
+ color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151642(inout
+ float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
+ Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
+ \ scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
+ vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3
+ normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent
+ : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index
+ = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
+ deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
+ deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
+ - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
+ cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
+ tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
+ */angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
+ /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
+ 5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
+ o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ 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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
+ i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
+ = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
+ = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\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\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)0.773221076;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
+ = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
+ \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
+ = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
+ = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
+ = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
+ = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
+ = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
+ = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
+ = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
+ SHADERPASS SHADERPASS_GBUFFER\t\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\t\n\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#if
+ USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\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\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\n\t\t\t\t\t\t\tfloat3
+ normalWS = normalize(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\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3
+ bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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\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\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\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\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\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\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\tfloat3
+ normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\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
+ : TEXCOORD4;\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 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS
+ : TEXCOORD6;\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
+ color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\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\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT
+ tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\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_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
+ float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t
+ \ angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
+ color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151642(inout
+ float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
+ Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
+ \ scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
+ vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3
+ normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent
+ : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index
+ = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
+ deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
+ deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
+ - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
+ cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
+ tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
+ */angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
+ /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
+ 5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
+ o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ 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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
+ i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
+ = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
+ = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\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\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)0.773221076;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
+ = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
+ \ \n\t\t\t\t\t\t\t\t\t metallic = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
+ = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
+ = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
+ = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
+ = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
+ = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
+ VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
+ = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
+ = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
+ HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
+ = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
+ SHADERPASS SHADERPASS_FORWARD\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\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if
+ USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\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\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\n\t\t\t\t\t\t\tfloat3
+ normalWS = normalize(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\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3
+ bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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\n\t\t\t\toutColor
+ = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
+ Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
+ }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
+ target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2
+ uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
+ || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
+ blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
+ : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
+ VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
+ VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
+ uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
+ float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t
+ \ angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3
+ color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151642(inout
+ float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
+ Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
+ \ scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct
+ vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3
+ normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent
+ : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index
+ = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
+ deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
+ deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
+ - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
+ cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
+ color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat
+ alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t float3
+ tmp_bm = tmp_bk * float3(12, 12, 12);\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
+ */angleX, /*inout */angleY, /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
+ \ uint tmp_x = particleId ^ asuint(uniform_d);\n\t\t\t\t float tmp_y =
+ FixedRand(tmp_x);\n\t\t\t\t float tmp_z = uniform_c * tmp_y;\n\t\t\t\t float
+ tmp_ba = uniform_b + tmp_z;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, tmp_ba,
+ tmp_ba);\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t float3
+ tmp_bf = GeneratePerlinCurlNoise(tmp_bc, float3(1, 0.431620002, 0).x, (int)18,
+ float3(1, 0.431620002, 0).y, float3(1, 0.431620002, 0).z);\n\t\t\t\t float3
+ tmp_bg = tmp_bf * uniform_e;\n\t\t\t\t float3 tmp_bi = tmp_bg - float3(-1,
+ -1, -1);\n\t\t\t\t float3 tmp_bk = tmp_bi / float3(2, 2, 2);\n\t\t\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642(
+ /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1, 0.219999999,
+ 5.1500001));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
+ o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
+ 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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
+ i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
+ = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
+ = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\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\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\treturn
+ o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
+ fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
+ alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
+ *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t#endif\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
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diff --git a/UnityProject/Assets/Shader.meta b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Max Fun.unity.meta
similarity index 67%
rename from UnityProject/Assets/Shader.meta
rename to UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Max Fun.unity.meta
index 8198ad7..a2d8393 100644
--- a/UnityProject/Assets/Shader.meta
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Max Fun.unity.meta
@@ -1,6 +1,5 @@
fileFormatVersion: 2
-guid: a136572b1ed0a3d4baf99141901819b6
-folderAsset: yes
+guid: 5444cbcd2f9f82e45943deff771abbc0
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diff --git a/UnityProject/Packages/manifest.json b/UnityProject/Packages/manifest.json
index 5b0e3c6..4cdf90c 100644
--- a/UnityProject/Packages/manifest.json
+++ b/UnityProject/Packages/manifest.json
@@ -17,7 +17,7 @@
"com.unity.textmeshpro": "2.0.1",
"com.unity.timeline": "1.1.0",
"com.unity.ugui": "1.0.0",
- "com.unity.visualeffectgraph": "6.9.1-preview",
+ "com.unity.visualeffectgraph": "6.9.2-preview",
"com.unity.xr.legacyinputhelpers": "2.0.2",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",