diff --git a/UnityProject/Assembly-CSharp-Editor.csproj b/UnityProject/Assembly-CSharp-Editor.csproj
index 45876d2..6efdab3 100644
--- a/UnityProject/Assembly-CSharp-Editor.csproj
+++ b/UnityProject/Assembly-CSharp-Editor.csproj
@@ -2,9 +2,6 @@
latest
- <_TargetFrameworkDirectories>non_empty_path_generated_by_unity.rider.package
- <_FullFrameworkReferenceAssemblyPaths>non_empty_path_generated_by_unity.rider.package
- true
Debug
@@ -25,7 +22,7 @@
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_4_6;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU;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
@@ -47,683 +44,702 @@
false
false
+
+ {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
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+ Editor:5
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@@ -732,6 +748,7 @@
+
-
+
\ No newline at end of file
diff --git a/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchPosition.cs b/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchPosition.cs
index 2c29b39..553bc4e 100644
--- a/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchPosition.cs
+++ b/UnityProject/Assets/Scenes/Examples/Pitch VFX/PitchPosition.cs
@@ -21,7 +21,7 @@ namespace cylvester
set
{
var pitchOffset = value * pitchMultiplier;
- transform.localPosition = new Vector3(originalPosition.x, originalPosition.y + pitchOffset, originalPosition.z);
+ transform.localPosition = new Vector3(originalPosition.x, originalPosition.y, originalPosition.z + pitchOffset);
}
}
}
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Floor Material.mat b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Floor Material.mat
index 6304315..a79365a 100644
--- a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Floor Material.mat
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Floor Material.mat
@@ -9,13 +9,18 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Floor Material
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords:
+ m_ShaderKeywords: _MATERIAL_FEATURE_CLEAR_COAT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
- disabledShaderPasses: []
+ disabledShaderPasses:
+ - DistortionVectors
+ - MOTIONVECTORS
+ - TransparentDepthPrepass
+ - TransparentDepthPostpass
+ - TransparentBackface
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -117,7 +122,7 @@ Material:
- _AlphaSrcBlend: 1
- _Anisotropy: 0
- _BlendMode: 0
- - _CoatMask: 0
+ - _CoatMask: 1
- _CullMode: 2
- _CullModeForward: 2
- _Cutoff: 0.5
@@ -132,16 +137,16 @@ Material:
- _DisplacementMode: 0
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- - _DistortionBlurDstBlend: 0
+ - _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- - _DistortionBlurSrcBlend: 0
+ - _DistortionBlurSrcBlend: 1
- _DistortionDepthTest: 1
- - _DistortionDstBlend: 0
+ - _DistortionDstBlend: 1
- _DistortionEnable: 0
- _DistortionScale: 1
- - _DistortionSrcBlend: 0
+ - _DistortionSrcBlend: 1
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- _DistortionVectorScale: 2
- _DoubleSidedEnable: 0
@@ -174,7 +179,7 @@ Material:
- _MaterialID: 1
- _Metallic: 0
- _NormalMapSpace: 0
- - _NormalScale: 1
+ - _NormalScale: 0
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- _PPDMaxSamples: 15
- _PPDMinSamples: 5
@@ -183,7 +188,7 @@ Material:
- _ReceivesSSR: 1
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
- - _Smoothness: 0.5
+ - _Smoothness: 1
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMin: 0
- _SpecularAAScreenSpaceVariance: 0.1
@@ -195,10 +200,10 @@ Material:
- _StencilRefGBuffer: 2
- _StencilRefMV: 128
- _StencilWriteMask: 3
- - _StencilWriteMaskDepth: 32
+ - _StencilWriteMaskDepth: 48
- _StencilWriteMaskDistortionVec: 64
- - _StencilWriteMaskGBuffer: 3
- - _StencilWriteMaskMV: 128
+ - _StencilWriteMaskGBuffer: 51
+ - _StencilWriteMaskMV: 176
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@@ -218,9 +223,9 @@ Material:
- _UVEmissive: 0
- _UseEmissiveIntensity: 0
- _UseShadowThreshold: 0
- - _ZTestDepthEqualForOpaque: 4
+ - _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 4
- - _ZTestModeDistortion: 8
+ - _ZTestModeDistortion: 4
- _ZTestTransparent: 4
- _ZWrite: 1
m_Colors:
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity
index 2e4b335..7f4411d 100644
--- a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane.unity
@@ -38,7 +38,7 @@ RenderSettings:
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m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
- m_IndirectSpecularColor: {r: 0.031361558, g: 0.040105402, b: 0.051489316, a: 1}
+ m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
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--- !u!157 &3
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- component: {fileID: 372304929}
- component: {fileID: 372304933}
+ - component: {fileID: 372304934}
+ - component: {fileID: 372304935}
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m_Name: Force Sphere
m_TagString: Untagged
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m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
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+ - {fileID: 2100000, guid: da74047e44a241d4f9a358465c908c5c, type: 2}
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subMeshCount: 0
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 372304928}
- m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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- m_LocalPosition: {x: -3.974, y: -0.135, z: 0.6}
- m_LocalScale: {x: 0.95, y: 0.95, z: 0.95}
+ m_LocalPosition: {x: -3.974, y: -0.135, z: 10.48}
+ m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
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+ m_Enabled: 0
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m_Name: PdBackend
m_TagString: Untagged
@@ -1089,6 +1119,20 @@ MonoBehaviour:
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sceneSelection: 0
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+ m_Name:
+ m_EditorClassIdentifier:
+ pdBackend: {fileID: 850208554}
+ channel: 1
--- !u!1 &859452785
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m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1564454366}
m_Enabled: 1
- m_Asset: {fileID: 8926484042661614526, guid: 65dd61013dba9684b9c15aa6f7e13895, type: 3}
+ m_Asset: {fileID: 8926484042661614526, guid: 44a4130ccea228447aac94bbdb4c18da, type: 3}
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m_ResetSeedOnPlay: 1
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m_Overridden: 1
m_Vector3f:
m_Array:
- - m_Value: {x: -3.974, y: -0.135, z: 0.6}
+ - m_Value: {x: -3.974, y: -0.135, z: 10.48}
m_Name: Collider Position
m_Overridden: 1
m_Vector4f:
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diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture 2.vfx b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture 2.vfx
new file mode 100644
index 0000000..a6eeb24
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+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float4x4 uniform_b;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
+ !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
+ spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
+ \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
+ nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
+ to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
+ VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer
+ inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC29747(inout float3 position,
+ float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
+ channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_FDD06EC7(inout
+ float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
+ Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
+ NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
+ * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
+ 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
+ * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
+ \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
+ on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
+ \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
+ = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
+ sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
+ (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
+ (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+ += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
+ \ if (id < currentSumSpawnCount)\n {\n break;\n
+ \ }\n }\n */\n \n\r\n#endif\r\n float3
+ position = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n uint
+ particleId = (uint)0;\n float3 velocity = float3(0, 0, 0);\n float
+ age = (float)0;\n uint seed = (uint)0;\n float alpha = (float)1;\n
+ \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
+ VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
+ \ \r\n {\n uint tmp_ba = particleId / (uint)65536;\n
+ \ uint tmp_bb = tmp_ba * (uint)65536;\n uint tmp_bc = particleId
+ - tmp_bb;\n uint tmp_be = tmp_bc / (uint)256;\n float
+ tmp_bf = (float)tmp_be;\n uint tmp_bg = tmp_be * (uint)256;\n uint
+ tmp_bh = tmp_bc - tmp_bg;\n float tmp_bi = (float)tmp_bh;\n uint
+ tmp_bj = tmp_bc - tmp_bc;\n float tmp_bk = (float)tmp_bj;\n float3
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+ / float3(255, 255, 1);\n float3 tmp_bp = tmp_bn * float3(2, 2, 2);\n
+ \ float3 tmp_br = tmp_bp - float3(1, 1, 1);\n float tmp_bs
+ = tmp_br[0];\n float3 tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n
+ \ float3 tmp_bv = tmp_bt * float3(1, 0, 0);\n float3 tmp_bw
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+ tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n float3 tmp_ca = tmp_by
+ * float3(0, 1, 0);\n float3 tmp_cb = tmp_bw + tmp_ca;\n float3
+ tmp_cc = mul(uniform_b, float4(tmp_cb, 1.0)).xyz;\n SetAttribute_CAC29747(
+ /*inout */position, tmp_cc);\n }\n {\n SetAttribute_FDD06EC7(
+ /*inout */color, float3(1, 1, 1));\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
+ \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
+ \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
+ * 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x1 + 0x80000) << 2,asuint(particleId));\n attributeBuffer.Store3((index
+ * 0x8 + 0x90000) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0x8 + 0x90003) << 2,asuint(age));\n attributeBuffer.Store((index
+ * 0x8 + 0x90004) << 2,asuint(seed));\n attributeBuffer.Store((index
+ * 0x1 + 0x110000) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n
+ \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
+ * 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x1 + 0x80000) << 2,asuint(particleId));\n attributeBuffer.Store3((index
+ * 0x8 + 0x90000) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0x8 + 0x90003) << 2,asuint(age));\n attributeBuffer.Store((index *
+ 0x8 + 0x90004) << 2,asuint(seed));\n attributeBuffer.Store((index * 0x1
+ + 0x110000) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
+ 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
+ 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float4x4 uniform_e;\n float3 Sphere_center_a;\n float deltaTime_a;\n
+ \ float3 uniform_d;\n float uniform_f;\n float3 Color_e;\n float
+ uniform_g;\n float Intensity_c;\n float Color_d;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D
+ texture_b;\nSamplerState samplertexture_b;\nTexture3D VectorField_c;\nSamplerState
+ samplerVectorField_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ 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 CollisionSphere_1(inout
+ float3 position, inout float3 velocity, inout float age, float lifetime, inout
+ uint seed, float3 Sphere_center, float Sphere_radius, float Elasticity, float
+ Friction, float LifetimeLoss, float Roughness, float deltaTime, float colliderSign,
+ float radius) /*mode:Solid radiusMode:None roughSurface:True */\n{\n \n float3
+ nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n
+ \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius
+ + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign *
+ totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3
+ n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius)
+ * colliderSign;\n \n float3 randomNormal = normalize(RAND3 * 2.0f
+ - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal
+ : randomNormal; // random normal on hemisphere, relative to the normal\n
+ \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float
+ projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity
+ * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if
+ (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity)
+ * n;\n velocity -= Friction * tangentVelocity;\n \n age +=
+ (LifetimeLoss * lifetime);\n \n }\n}\nvoid Force_1(inout float3 velocity,
+ float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n
+ \ velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid
+ VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D
+ VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
+ float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative
+ 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) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid AttributeFromCurve_44F26C8C(inout
+ float3 color, inout float alpha, float3 velocity, float Color, float2 SpeedRange)
+ /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:BySpeed
+ Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t =
+ saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n float4 value
+ = 0.0f;\n value = SampleGradient(Color, t);\n color = value.rgb;\n alpha
+ = value.a;\n}\nvoid SetAttribute_FA15ADAA(inout float3 color, float3 Color)
+ /*attribute:color Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n
+ \ color += Color;\n}\nvoid EulerIntegration(inout float3 position, float3
+ velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
+ Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\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\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
+ velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x90000) << 2));\n\t\t\tfloat
+ age = asfloat(attributeBuffer.Load((index * 0x8 + 0x90003) << 2));\n\t\t\tfloat
+ lifetime = (float)1;\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 +
+ 0x90004) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x110000) << 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 CollisionSphere_1( /*inout
+ */position, /*inout */velocity, /*inout */age, lifetime, /*inout */seed,
+ Sphere_center_a, (float)0.5, (float)0, (float)0, (float)0, (float)0, deltaTime_a,
+ (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_bk = particleId /
+ (uint)65536;\n\t\t\t uint tmp_bl = tmp_bk * (uint)65536;\n\t\t\t uint
+ tmp_bm = particleId - tmp_bl;\n\t\t\t uint tmp_bo = tmp_bm / (uint)256;\n\t\t\t
+ \ float tmp_bp = (float)tmp_bo;\n\t\t\t uint tmp_bq = tmp_bo * (uint)256;\n\t\t\t
+ \ uint tmp_br = tmp_bm - tmp_bq;\n\t\t\t float tmp_bs = (float)tmp_br;\n\t\t\t
+ \ uint tmp_bt = tmp_bm - tmp_bm;\n\t\t\t float tmp_bu = (float)tmp_bt;\n\t\t\t
+ \ float3 tmp_bv = float3(tmp_bp, tmp_bs, tmp_bu);\n\t\t\t float3 tmp_bx
+ = tmp_bv / float3(255, 255, 1);\n\t\t\t float3 tmp_bz = tmp_bx * float3(2,
+ 2, 2);\n\t\t\t float3 tmp_cb = tmp_bz - float3(1, 1, 1);\n\t\t\t float
+ tmp_cc = tmp_cb[0];\n\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t
+ \ float3 tmp_cf = tmp_cd * float3(1, 0, 0);\n\t\t\t float3 tmp_cg = float3(-4,
+ 0, 0) + tmp_cf;\n\t\t\t float tmp_ch = tmp_cb[1];\n\t\t\t float3 tmp_ci
+ = float3(tmp_ch, tmp_ch, tmp_ch);\n\t\t\t float3 tmp_ck = tmp_ci * float3(0,
+ 1, 0);\n\t\t\t float3 tmp_cl = tmp_cg + tmp_ck;\n\t\t\t float tmp_cm =
+ tmp_cl[0];\n\t\t\t float tmp_cn = position[0];\n\t\t\t float tmp_co =
+ tmp_cm - tmp_cn;\n\t\t\t float tmp_cp = tmp_cl[1];\n\t\t\t float tmp_cq
+ = position[1];\n\t\t\t float tmp_cr = tmp_cp - tmp_cq;\n\t\t\t float2
+ tmp_cu = float2(tmp_cn, tmp_cq);\n\t\t\t float2 tmp_cw = tmp_cu - float2(-1,
+ -1);\n\t\t\t float2 tmp_cy = tmp_cw / float2(2, 2);\n\t\t\t float2 tmp_da
+ = tmp_cy * float2(1, -1);\n\t\t\t float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_b),tmp_da,(float)0);\n\t\t\t
+ \ float tmp_dd = tmp_dc[0];\n\t\t\t float tmp_de = (float)1 - tmp_dd;\n\t\t\t
+ \ float tmp_df = ceil(tmp_dd);\n\t\t\t float tmp_dg = saturate(tmp_df);\n\t\t\t
+ \ float tmp_dh = tmp_de * tmp_dg;\n\t\t\t float tmp_dj = tmp_dd - (float)0.0399999991;\n\t\t\t
+ \ float tmp_dk = ceil(tmp_dj);\n\t\t\t float tmp_dl = saturate(tmp_dk);\n\t\t\t
+ \ float tmp_dm = (float)1 - tmp_dl;\n\t\t\t float tmp_dn = tmp_dh * tmp_dm;\n\t\t\t
+ \ float tmp_do = (float)-1 * tmp_dn;\n\t\t\t float tmp_dq = tmp_do * (float)0.649999976;\n\t\t\t
+ \ float tmp_dr = position[2];\n\t\t\t float tmp_ds = tmp_dq - tmp_dr;\n\t\t\t
+ \ float3 tmp_dt = float3(tmp_co, tmp_cr, tmp_ds);\n\t\t\t float3 tmp_du
+ = tmp_dt * uniform_d;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_du,
+ (float)20, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_bi = particleId
+ ^ asuint(uniform_g);\n\t\t\t float tmp_bj = FixedRand(tmp_bi);\n\t\t\t float
+ tmp_bk = deltaTime_a * tmp_bj;\n\t\t\t float tmp_bl = uniform_f + tmp_bk;\n\t\t\t
+ \ float3 tmp_bn = float3(tmp_bl, (float)0, tmp_bl);\n\t\t\t float4x4 tmp_bq
+ = GetTRSMatrix(tmp_bn, float3(0, 0, 0), float3(5, 5, 5));\n\t\t\t float4x4
+ tmp_br = mul(uniform_e, tmp_bq);\n\t\t\t float4x4 tmp_bs = VFXInverseTRSMatrix(tmp_br);\n\t\t\t
+ \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_c,
+ samplerVectorField_c), tmp_bs, tmp_br, Intensity_c, (float)1.88, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity,
+ Color_d, float2(0, 1));\n\t\t\t}\n\t\t\tSetAttribute_FA15ADAA( /*inout */color,
+ Color_e);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge(
+ /*inout */age, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x40000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x8 + 0x90000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
+ * 0x8 + 0x90003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index *
+ 0x8 + 0x90004) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store((index * 0x1
+ + 0x110000) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
+ \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
+ deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x40000) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0x8 + 0x90000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
+ * 0x8 + 0x90003) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tuint seed = (attributeBuffer.Load((index
+ * 0x8 + 0x90004) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x110000) << 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 CollisionSphere_1( /*inout */position,
+ \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, Sphere_center_a,
+ (float)0.5, (float)0, (float)0, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t
+ \ uint tmp_bk = particleId / (uint)65536;\n\t\t uint tmp_bl = tmp_bk *
+ (uint)65536;\n\t\t uint tmp_bm = particleId - tmp_bl;\n\t\t uint tmp_bo
+ = tmp_bm / (uint)256;\n\t\t float tmp_bp = (float)tmp_bo;\n\t\t uint tmp_bq
+ = tmp_bo * (uint)256;\n\t\t uint tmp_br = tmp_bm - tmp_bq;\n\t\t float
+ tmp_bs = (float)tmp_br;\n\t\t uint tmp_bt = tmp_bm - tmp_bm;\n\t\t float
+ tmp_bu = (float)tmp_bt;\n\t\t float3 tmp_bv = float3(tmp_bp, tmp_bs, tmp_bu);\n\t\t
+ \ float3 tmp_bx = tmp_bv / float3(255, 255, 1);\n\t\t float3 tmp_bz = tmp_bx
+ * float3(2, 2, 2);\n\t\t float3 tmp_cb = tmp_bz - float3(1, 1, 1);\n\t\t
+ \ float tmp_cc = tmp_cb[0];\n\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc,
+ tmp_cc);\n\t\t float3 tmp_cf = tmp_cd * float3(1, 0, 0);\n\t\t float3
+ tmp_cg = float3(-4, 0, 0) + tmp_cf;\n\t\t float tmp_ch = tmp_cb[1];\n\t\t
+ \ float3 tmp_ci = float3(tmp_ch, tmp_ch, tmp_ch);\n\t\t float3 tmp_ck =
+ tmp_ci * float3(0, 1, 0);\n\t\t float3 tmp_cl = tmp_cg + tmp_ck;\n\t\t float
+ tmp_cm = tmp_cl[0];\n\t\t float tmp_cn = position[0];\n\t\t float tmp_co
+ = tmp_cm - tmp_cn;\n\t\t float tmp_cp = tmp_cl[1];\n\t\t float tmp_cq
+ = position[1];\n\t\t float tmp_cr = tmp_cp - tmp_cq;\n\t\t float2 tmp_cu
+ = float2(tmp_cn, tmp_cq);\n\t\t float2 tmp_cw = tmp_cu - float2(-1, -1);\n\t\t
+ \ float2 tmp_cy = tmp_cw / float2(2, 2);\n\t\t float2 tmp_da = tmp_cy *
+ float2(1, -1);\n\t\t float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_b),tmp_da,(float)0);\n\t\t
+ \ float tmp_dd = tmp_dc[0];\n\t\t float tmp_de = (float)1 - tmp_dd;\n\t\t
+ \ float tmp_df = ceil(tmp_dd);\n\t\t float tmp_dg = saturate(tmp_df);\n\t\t
+ \ float tmp_dh = tmp_de * tmp_dg;\n\t\t float tmp_dj = tmp_dd - (float)0.0399999991;\n\t\t
+ \ float tmp_dk = ceil(tmp_dj);\n\t\t float tmp_dl = saturate(tmp_dk);\n\t\t
+ \ float tmp_dm = (float)1 - tmp_dl;\n\t\t float tmp_dn = tmp_dh * tmp_dm;\n\t\t
+ \ float tmp_do = (float)-1 * tmp_dn;\n\t\t float tmp_dq = tmp_do * (float)0.649999976;\n\t\t
+ \ float tmp_dr = position[2];\n\t\t float tmp_ds = tmp_dq - tmp_dr;\n\t\t
+ \ float3 tmp_dt = float3(tmp_co, tmp_cr, tmp_ds);\n\t\t float3 tmp_du =
+ tmp_dt * uniform_d;\n\t\t Force_1( /*inout */velocity, mass, tmp_du, (float)20,
+ deltaTime_a);\n\t\t}\n\t\t{\n\t\t uint tmp_bi = particleId ^ asuint(uniform_g);\n\t\t
+ \ float tmp_bj = FixedRand(tmp_bi);\n\t\t float tmp_bk = deltaTime_a *
+ tmp_bj;\n\t\t float tmp_bl = uniform_f + tmp_bk;\n\t\t float3 tmp_bn =
+ float3(tmp_bl, (float)0, tmp_bl);\n\t\t float4x4 tmp_bq = GetTRSMatrix(tmp_bn,
+ float3(0, 0, 0), float3(5, 5, 5));\n\t\t float4x4 tmp_br = mul(uniform_e,
+ tmp_bq);\n\t\t float4x4 tmp_bs = VFXInverseTRSMatrix(tmp_br);\n\t\t VectorFieldForce_267A9(
+ /*inout */velocity, mass, position, GetVFXSampler(VectorField_c, samplerVectorField_c),
+ tmp_bs, tmp_br, Intensity_c, (float)1.88, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
+ \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity,
+ Color_d, float2(0, 1));\n\t\t}\n\t\tSetAttribute_FA15ADAA( /*inout */color,
+ Color_e);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge(
+ /*inout */age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
+ 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4
+ + 0x40000) << 2,asuint(color));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x90000)
+ << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x90003) <<
+ 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x90004) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index
+ * 0x1 + 0x110000) << 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
+ \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 1]Mesh Output'
+ source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
+ \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
+ SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
+ !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
+ 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_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_TRANSPARENT_PARTICLE
+ 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define
+ VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
+ mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
+ VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
+ attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer
+ indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
+ deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
+ nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
+ Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
+ }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct
+ ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
+ uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
+ VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
+ USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
+ x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
+ z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
+ float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
+ x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
+ float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
+ posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
+ color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
+ VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
+ VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
+ builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
+ VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
+ builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
+ VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
+ VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
+ !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
+ VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
+ SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\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\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x110000) << 2));\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x1 + 0x110000) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
+ \ SetAttribute_3278B22F( /*inout */size, (float)0.00899999961);\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\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
+ o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t#define
+ VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
+ color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
+ VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
+ VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
+ = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
+ = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]CameraSort'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_WORLD_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\nCBUFFER_START(params)\r\n
+ \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
+ \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer
+ inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
+ Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer
+ outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
+ inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos
+ = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos =
+ position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
+ kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
+ = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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diff --git a/UnityProject/Assets/Plugins/Editor.meta b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture 2.vfx.meta
similarity index 57%
rename from UnityProject/Assets/Plugins/Editor.meta
rename to UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture 2.vfx.meta
index e5eccd2..92b29af 100644
--- a/UnityProject/Assets/Plugins/Editor.meta
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture 2.vfx.meta
@@ -1,7 +1,6 @@
fileFormatVersion: 2
-guid: 0fba47d1068d2bd4d93d6ca89d0a42c5
-folderAsset: yes
-DefaultImporter:
+guid: 44a4130ccea228447aac94bbdb4c18da
+VisualEffectImporter:
externalObjects: {}
userData:
assetBundleName:
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture.vfx b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture.vfx
index e944e13..003ef88 100644
--- a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture.vfx
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Force Position Texture.vfx
@@ -147,9 +147,9 @@ MonoBehaviour:
uiBounds:
serializedVersion: 2
x: -2339
- y: -230
+ y: -231
width: 3713
- height: 3100
+ height: 3103
--- !u!114 &114350483966674976
MonoBehaviour:
m_ObjectHideFlags: 1
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Neadle Texture.vfx b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Neadle Texture.vfx
index 2410c51..71ad1c9 100644
--- a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Neadle Texture.vfx
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Neadle Texture.vfx
@@ -181,6 +181,7 @@ MonoBehaviour:
- {fileID: 8926484042661617460}
- {fileID: 8926484042661617462}
- {fileID: 8926484042661617464}
+ - {fileID: 8926484042661617467}
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
@@ -834,9 +835,9 @@ VisualEffectResource:
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
\ float2 uniform_b;\n float2 uniform_c;\n float uniform_d;\n float
- uniform_e;\n float uniform_f;\n float uniform_g;\n float Blend_a;\n
- \ uint3 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include
- \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ uniform_e;\n float uniform_f;\n float uniform_g;\n float uniform_h;\n
+ \ float Blend_a;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState
+ samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
@@ -851,41 +852,42 @@ VisualEffectResource:
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat
scaleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 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
- \ float tmp_bb = position[0];\n\t\t\t float tmp_bc = position[1];\n\t\t\t
- \ float2 tmp_bd = float2(tmp_bb, tmp_bc);\n\t\t\t float2 tmp_be = tmp_bd
- / uniform_b;\n\t\t\t float2 tmp_bf = tmp_be - uniform_c;\n\t\t\t float2
- tmp_bh = tmp_bf - float2(-1, -1);\n\t\t\t float2 tmp_bj = tmp_bh / float2(2,
- 2);\n\t\t\t float2 tmp_bl = tmp_bj * float2(1, -1);\n\t\t\t float4 tmp_bn
- = SampleTexture(VFX_SAMPLER(texture_b),tmp_bl,(float)0);\n\t\t\t float tmp_bo
- = tmp_bn[0];\n\t\t\t float tmp_bp = tmp_bo * uniform_d;\n\t\t\t float
- tmp_bq = (float)1 - tmp_bp;\n\t\t\t float tmp_br = (float)1 - tmp_bq;\n\t\t\t
- \ float tmp_bs = tmp_br - uniform_e;\n\t\t\t float tmp_bt = ceil(tmp_bs);\n\t\t\t
- \ float tmp_bu = saturate(tmp_bt);\n\t\t\t float tmp_bv = tmp_bq * tmp_bu;\n\t\t\t
- \ float tmp_bw = tmp_bq - uniform_f;\n\t\t\t float tmp_bx = ceil(tmp_bw);\n\t\t\t
- \ float tmp_by = saturate(tmp_bx);\n\t\t\t float tmp_bz = tmp_bv * tmp_by;\n\t\t\t
- \ float tmp_ca = tmp_bz * uniform_g;\n\t\t\t SetAttribute_E0455981( /*inout
- */scaleZ, tmp_ca, Blend_a);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
- * 0x1 + 0x50000) << 2,asuint(scaleZ));\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]
+ \ float tmp_bc = position[0];\n\t\t\t float tmp_bd = position[1];\n\t\t\t
+ \ float2 tmp_be = float2(tmp_bc, tmp_bd);\n\t\t\t float2 tmp_bf = tmp_be
+ / uniform_b;\n\t\t\t float2 tmp_bg = tmp_bf - uniform_c;\n\t\t\t float2
+ tmp_bi = tmp_bg - float2(-1, -1);\n\t\t\t float2 tmp_bk = tmp_bi / float2(2,
+ 2);\n\t\t\t float2 tmp_bm = tmp_bk * float2(1, -1);\n\t\t\t float4 tmp_bo
+ = SampleTexture(VFX_SAMPLER(texture_b),tmp_bm,(float)0);\n\t\t\t float tmp_bp
+ = tmp_bo[0];\n\t\t\t float tmp_bq = tmp_bp * uniform_d;\n\t\t\t float
+ tmp_br = (float)1 - tmp_bq;\n\t\t\t float tmp_bs = (float)1 - tmp_br;\n\t\t\t
+ \ float tmp_bt = tmp_bs - uniform_e;\n\t\t\t float tmp_bu = ceil(tmp_bt);\n\t\t\t
+ \ float tmp_bv = saturate(tmp_bu);\n\t\t\t float tmp_bw = tmp_br * tmp_bv;\n\t\t\t
+ \ float tmp_bx = tmp_br - uniform_f;\n\t\t\t float tmp_by = ceil(tmp_bx);\n\t\t\t
+ \ float tmp_bz = saturate(tmp_by);\n\t\t\t float tmp_ca = tmp_bw * tmp_bz;\n\t\t\t
+ \ float tmp_cb = tmp_ca * uniform_g;\n\t\t\t float tmp_cc = tmp_cb * uniform_h;\n\t\t\t
+ \ SetAttribute_E0455981( /*inout */scaleZ, tmp_cc, Blend_a);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif
+ (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x50000)
+ << 2,asuint(scaleZ));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
+ indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x50000) << 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 float tmp_bb = position[0];\n\t\t
- \ float tmp_bc = position[1];\n\t\t float2 tmp_bd = float2(tmp_bb, tmp_bc);\n\t\t
- \ float2 tmp_be = tmp_bd / uniform_b;\n\t\t float2 tmp_bf = tmp_be - uniform_c;\n\t\t
- \ float2 tmp_bh = tmp_bf - float2(-1, -1);\n\t\t float2 tmp_bj = tmp_bh
- / float2(2, 2);\n\t\t float2 tmp_bl = tmp_bj * float2(1, -1);\n\t\t float4
- tmp_bn = SampleTexture(VFX_SAMPLER(texture_b),tmp_bl,(float)0);\n\t\t float
- tmp_bo = tmp_bn[0];\n\t\t float tmp_bp = tmp_bo * uniform_d;\n\t\t float
- tmp_bq = (float)1 - tmp_bp;\n\t\t float tmp_br = (float)1 - tmp_bq;\n\t\t
- \ float tmp_bs = tmp_br - uniform_e;\n\t\t float tmp_bt = ceil(tmp_bs);\n\t\t
- \ float tmp_bu = saturate(tmp_bt);\n\t\t float tmp_bv = tmp_bq * tmp_bu;\n\t\t
- \ float tmp_bw = tmp_bq - uniform_f;\n\t\t float tmp_bx = ceil(tmp_bw);\n\t\t
- \ float tmp_by = saturate(tmp_bx);\n\t\t float tmp_bz = tmp_bv * tmp_by;\n\t\t
- \ float tmp_ca = tmp_bz * uniform_g;\n\t\t SetAttribute_E0455981( /*inout
- */scaleZ, tmp_ca, Blend_a);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index
+ = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_bc = position[0];\n\t\t
+ \ float tmp_bd = position[1];\n\t\t float2 tmp_be = float2(tmp_bc, tmp_bd);\n\t\t
+ \ float2 tmp_bf = tmp_be / uniform_b;\n\t\t float2 tmp_bg = tmp_bf - uniform_c;\n\t\t
+ \ float2 tmp_bi = tmp_bg - float2(-1, -1);\n\t\t float2 tmp_bk = tmp_bi
+ / float2(2, 2);\n\t\t float2 tmp_bm = tmp_bk * float2(1, -1);\n\t\t float4
+ tmp_bo = SampleTexture(VFX_SAMPLER(texture_b),tmp_bm,(float)0);\n\t\t float
+ tmp_bp = tmp_bo[0];\n\t\t float tmp_bq = tmp_bp * uniform_d;\n\t\t float
+ tmp_br = (float)1 - tmp_bq;\n\t\t float tmp_bs = (float)1 - tmp_br;\n\t\t
+ \ float tmp_bt = tmp_bs - uniform_e;\n\t\t float tmp_bu = ceil(tmp_bt);\n\t\t
+ \ float tmp_bv = saturate(tmp_bu);\n\t\t float tmp_bw = tmp_br * tmp_bv;\n\t\t
+ \ float tmp_bx = tmp_br - uniform_f;\n\t\t float tmp_by = ceil(tmp_bx);\n\t\t
+ \ float tmp_bz = saturate(tmp_by);\n\t\t float tmp_ca = tmp_bw * tmp_bz;\n\t\t
+ \ float tmp_cb = tmp_ca * uniform_g;\n\t\t float tmp_cc = tmp_cb * uniform_h;\n\t\t
+ \ SetAttribute_E0455981( /*inout */scaleZ, tmp_cc, Blend_a);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0x1 + 0x50000) << 2,asuint(scaleZ));\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"
@@ -1375,48 +1377,48 @@ VisualEffectResource:
valueIndex: 2
data[0]: 0
data[1]: -1
+ data[2]: 1
+ data[3]: 2
+ - op: 5
+ valueIndex: 3
+ data[0]: 0
+ data[1]: -1
data[2]: 0
data[3]: 2
- op: 1
- valueIndex: 3
+ valueIndex: 4
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 2
- op: 5
- valueIndex: 5
- data[0]: 0
+ valueIndex: 6
+ data[0]: 3
+ data[1]: -1
+ data[2]: 0
+ data[3]: 2
+ - op: 5
+ valueIndex: 7
+ data[0]: 3
data[1]: -1
data[2]: 1
data[3]: 2
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+ valueIndex: 8
+ data[0]: 2
+ data[1]: 1
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- op: 1
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+ valueIndex: 10
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 6
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- valueIndex: 7
- data[0]: 1
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- data[0]: 2
- data[1]: -1
- data[2]: 1
- data[3]: 2
- op: 2
valueIndex: 11
- data[0]: 6
- data[1]: 7
+ data[0]: 4
+ data[1]: 5
data[2]: -1
data[3]: -1
- op: 1
@@ -1430,13 +1432,13 @@ VisualEffectResource:
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 6
+ data[3]: 2
- op: 1
- valueIndex: 16
+ valueIndex: 17
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 2
+ data[3]: 6
- op: 1
valueIndex: 18
data[0]: -1
@@ -1478,23 +1480,23 @@ VisualEffectResource:
data[0]: -1
data[1]: -1
data[2]: -1
- data[3]: 3
- - op: 1
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- data[0]: -1
- data[1]: -1
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- data[3]: 1
- - op: 1
- valueIndex: 31
- data[0]: -1
- data[1]: -1
- data[2]: -1
data[3]: 1
- op: 29
- valueIndex: 32
+ valueIndex: 28
data[0]: 16
- data[1]: 19
+ data[1]: 18
+ data[2]: -1
+ data[3]: 1
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+ data[0]: -1
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+ data[3]: 3
+ - op: 1
+ valueIndex: 32
+ data[0]: -1
+ data[1]: -1
data[2]: -1
data[3]: 1
- op: 1
@@ -1509,58 +1511,70 @@ VisualEffectResource:
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data[3]: 1
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- valueIndex: 37
- data[0]: 23
- data[1]: 20
- data[2]: -1
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- op: 1
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+ valueIndex: 37
data[0]: -1
data[1]: -1
data[2]: -1
data[3]: 1
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+ - op: 31
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valueIndex: 39
data[0]: -1
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data[0]: -1
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data[0]: -1
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