From 905c8e4c24ce2188718b355221586bf2cef3d28d Mon Sep 17 00:00:00 2001 From: max Date: Thu, 23 Jan 2020 20:35:09 +0100 Subject: [PATCH] Added AzureForces VFX --- UnityProject/Assembly-CSharp.csproj | 1 - .../Scenes/Examples/First Project/20121.unity | 10510 +++++++-------- .../ShaderGraph/BackgroundColor.mat | 2 +- .../Timeline/First Project.playable | 1149 +- .../First Project/VFXGraph/ThicknessGraph.vfx | 2920 +++-- .../ShaderGraph/SG_LookupTextureSpherized.mat | 10 +- .../Max Silly Demos/VFX Graph/AzureForces.vfx | 10577 ++++++++++++++++ .../VFX Graph/AzureForces.vfx.meta | 7 + .../VFX Graph/Kejiro Demo Points.vfx | 1969 +-- .../Examples/Pitch VFX/PitchPosition.cs | 7 +- .../Assets/Settings/AzureSettings.asset | 4 +- .../Assets/StreamingAssets/First_Project.csv | 2 +- 12 files changed, 19769 insertions(+), 7389 deletions(-) create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/AzureForces.vfx create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly 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'{"x":1.0,"y":1.0,"z":1.0}' + min: -Infinity + max: Infinity + descendantCount: 0 - name: Value_1_ path: Value_1_ tooltip: @@ -346,7 +399,7 @@ MonoBehaviour: - {fileID: 114780028408030698} - {fileID: 8926484042661615065} m_Capacity: 34000 - m_Space: 0 + m_Space: 1 --- !u!114 &114512514798047786 MonoBehaviour: m_ObjectHideFlags: 1 @@ -511,7 +564,7 @@ MonoBehaviour: - {fileID: 8926484042661615440} - {fileID: 8926484042661615461} - {fileID: 8926484042661615474} - m_UIPosition: {x: 970, y: 1368} + m_UIPosition: {x: 970, y: 1437} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -631,10 +684,10 @@ MonoBehaviour: m_EditorClassIdentifier: m_Parent: {fileID: 114350483966674976} m_Children: + - {fileID: 8926484042661615476} - {fileID: 8926484042661615326} - {fileID: 8926484042661614578} - {fileID: 8926484042661614557} - - {fileID: 8926484042661614889} - {fileID: 8926484042661614848} - {fileID: 8926484042661614573} - {fileID: 8926484042661614855} @@ -750,16 +803,16 @@ VisualEffectResource: m_ShaderSources: - compute: 1 name: '[System 1]Initialize' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_OLDPOSITION_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT - 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float3 OldPosition_a;\n float Lifetime_b;\n float3 Scale_d;\n float - Size_c;\n float3 Color_e;\n float Blend_f;\n float3 Color_f;\n uint - PADDING_0;\n float3 Velocity_g;\n uint PADDING_1;\nCBUFFER_END\n\n\r\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT + 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT + 1\n#define VFX_USE_ALIVE_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 + \ float3 Position_a;\n float Blend_g;\n float3 OldPosition_b;\n uint + PADDING_0;\n float3 Scale_e;\n uint PADDING_1;\n float3 Color_f;\n + \ uint PADDING_2;\n float3 Color_g;\n uint PADDING_3;\n float3 Velocity_h;\n + \ uint PADDING_4;\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 @@ -769,28 +822,31 @@ VisualEffectResource: 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_E50CF182(inout float3 oldPosition, - float3 OldPosition) /*attribute:oldPosition Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n oldPosition = OldPosition;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_D8CFD75F(inout float - scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n scaleX += Scale.x;\n - \ scaleY += Scale.y;\n scaleZ += Scale.z;\n}\nvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_18B2FD0(inout - float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend - Source:Slot Random:Off channels:XYZ */\n{\n color = lerp(color,Color,Blend);\n}\nvoid - SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity - = Velocity;\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 + 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_E50CF182(inout + float3 oldPosition, float3 OldPosition) /*attribute:oldPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n oldPosition = OldPosition;\n}\nvoid + SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime + = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = + Size;\n}\nvoid SetAttribute_D8CFD75F(inout float scaleX, inout float scaleY, + inout float scaleZ, float3 Scale) /*attribute:scale Composition:Add Source:Slot + Random:Off channels:XYZ */\n{\n scaleX += Scale.x;\n scaleY += Scale.y;\n + \ scaleZ += Scale.z;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 + Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n color = Color;\n}\nvoid SetAttribute_18B2FD0(inout float3 color, + float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off + channels:XYZ */\n{\n color = lerp(color,Color,Blend);\n}\nvoid SetAttribute_E629755(inout + float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\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 @@ -804,56 +860,56 @@ VisualEffectResource: += 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 - oldPosition = float3(0, 0, 0);\n float lifetime = (float)1;\n float - size = (float)0.100000001;\n float scaleX = (float)1;\n float - scaleY = (float)1;\n float scaleZ = (float)1;\n float3 color = - float3(1, 1, 1);\n float3 velocity = float3(0, 0, 0);\n float3 - position = float3(0, 0, 0);\n float3 direction = float3(0, 0, 1);\n bool - alive = (bool)true;\n float age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n + position = float3(0, 0, 0);\n float3 oldPosition = float3(0, 0, 0);\n + \ float lifetime = (float)1;\n float size = (float)0.100000001;\n + \ float scaleX = (float)1;\n float scaleY = (float)1;\n float + scaleZ = (float)1;\n float3 color = float3(1, 1, 1);\n float3 + velocity = float3(0, 0, 0);\n float age = (float)0;\n float3 direction + = float3(0, 0, 1);\n bool alive = (bool)true;\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 - \ SetAttribute_E50CF182( /*inout */oldPosition, OldPosition_a);\n SetAttribute_F0142CB9( - /*inout */lifetime, Lifetime_b);\n SetAttribute_3278B22F( /*inout */size, - Size_c);\n SetAttribute_D8CFD75F( /*inout */scaleX, /*inout */scaleY, - \ /*inout */scaleZ, Scale_d);\n SetAttribute_FDD06EC7( /*inout */color, - Color_e);\n SetAttribute_18B2FD0( /*inout */color, Color_f, Blend_f);\n - \ SetAttribute_E629755( /*inout */velocity, Velocity_g);\n \n\r\n\r\n#if - VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex - = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x8 + 0x8503) << 2,asuint(size));\n + \ SetAttribute_CAC29747( /*inout */position, Position_a);\n SetAttribute_E50CF182( + /*inout */oldPosition, OldPosition_b);\n {\n SetAttribute_F0142CB9( + /*inout */lifetime, (float)60);\n }\n {\n SetAttribute_3278B22F( + /*inout */size, (float)0.100000001);\n }\n SetAttribute_D8CFD75F( + /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_e);\n SetAttribute_FDD06EC7( + /*inout */color, Color_f);\n SetAttribute_18B2FD0( /*inout */color, Color_g, + Blend_g);\n SetAttribute_E629755( /*inout */velocity, Velocity_h);\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 + 0x42800) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n \ attributeBuffer.Store((index * 0x8 + 0x4AD03) << 2,asuint(scaleX));\n \ attributeBuffer.Store((index * 0x8 + 0x4AD04) << 2,asuint(scaleY));\n \ attributeBuffer.Store((index * 0x8 + 0x4AD05) << 2,asuint(scaleZ));\n \ attributeBuffer.Store3((index * 0x8 + 0x4AD00) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x8 + 0x8500) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x8 + 0x8504) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x8D500) << 2,asuint(direction));\n - \ attributeBuffer.Store((index * 0x8 + 0x8507) << 2,uint(alive));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n \ attributeBuffer.Store((index * 0x4 + 0x8D503) << 2,asuint(age));\n - \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x8 + 0x8503) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0x4AD03) << 2,asuint(scaleX));\n attributeBuffer.Store((index - * 0x8 + 0x4AD04) << 2,asuint(scaleY));\n attributeBuffer.Store((index - * 0x8 + 0x4AD05) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x4AD00) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x8 + 0x8500) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x8 + 0x8504) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x8D500) << 2,asuint(direction));\n attributeBuffer.Store((index - * 0x8 + 0x8507) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 - + 0x8D503) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ attributeBuffer.Store3((index * 0x4 + 0x8D500) << 2,asuint(direction));\n + \ attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\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 + 0x42800) << 2,asuint(lifetime));\n attributeBuffer.Store((index + * 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + + 0x4AD03) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x8 + + 0x4AD04) << 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x8 + + 0x4AD05) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index * 0x8 + + 0x4AD00) << 2,asuint(color));\n attributeBuffer.Store3((index * 0x8 + + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + + 0x8D503) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0x8D500) + << 2,asuint(direction));\n attributeBuffer.Store((index * 0x8 + 0x7) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 1]Update' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float3 Sphere_center_a;\n float Sphere_radius_a;\n float3 center_b;\n - \ float attractionSpeed_a;\n float stickForce_a;\n float deltaTime_a;\n - \ float Speed_b;\n float DirectionBlend_b;\n float Size_c;\n uint3 - PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 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_SIZE_CURRENT 1\n#define + VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_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 + \ float3 Sphere_center_a;\n float attractionSpeed_a;\n float deltaTime_a;\n + \ float Sphere_radius_b;\n float Speed_c;\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\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 @@ -867,7 +923,21 @@ VisualEffectResource: = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid VelocitySpherical_18D(inout + * lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid CollisionSphere_0(inout + float3 position, inout float3 velocity, inout float age, float lifetime, float3 + Sphere_center, float Sphere_radius, float Elasticity, float Friction, float + LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid + radiusMode:None roughSurface:False */\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 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 VelocitySpherical_18D(inout float3 velocity, inout float3 direction, float3 position, float3 center, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant */\n{\n float3 sphereDirection = VFXSafeNormalize(position - center);\n float speed = Speed;\n @@ -883,51 +953,57 @@ VisualEffectResource: id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x8507) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat size - = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x8D500) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x8D503) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition - = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tConformToSphere( /*inout */velocity, - position, mass, Sphere_center_a, Sphere_radius_a, attractionSpeed_a, attractionSpeed_a, - attractionSpeed_a, stickForce_a, deltaTime_a);\n\t\t\tVelocitySpherical_18D( - /*inout */velocity, /*inout */direction, position, center_b, Speed_b, DirectionBlend_b);\n\t\t\tSetAttribute_39EE3455( - /*inout */size, Size_c);\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x8503) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0x8500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x8504) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x8D500) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x8D503) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + + 0x7) << 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 + 0x42800) << 2));\n\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 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 * 0x4 + + 0x8D503) << 2));\n\t\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x8D500) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t ConformToSphere( /*inout + */velocity, position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, (float)0, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionSphere_0( + /*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, + Sphere_radius_b, (float)1, (float)2, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ VelocitySpherical_18D( /*inout */velocity, /*inout */direction, position, + float3(0, 0, 0), Speed_c, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_39EE3455( + /*inout */size, (float)0.999899983);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout + */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * + 0x8 + 0x3) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + + 0x8D503) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x8D500) + << 2,asuint(direction));\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 + 0x8507) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] - = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index * - 0x8 + 0x8503) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x8500) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x8504) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 direction = - asfloat(attributeBuffer.Load3((index * 0x4 + 0x8D500) << 2));\n\t\tbool alive - = (attributeBuffer.Load((index * 0x8 + 0x8507) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x8D503) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\tConformToSphere( /*inout */velocity, position, - mass, Sphere_center_a, Sphere_radius_a, attractionSpeed_a, attractionSpeed_a, - attractionSpeed_a, stickForce_a, deltaTime_a);\n\t\tVelocitySpherical_18D( /*inout - */velocity, /*inout */direction, position, center_b, Speed_b, DirectionBlend_b);\n\t\tSetAttribute_39EE3455( - /*inout */size, Size_c);\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x8 + 0x8503) - << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x8500) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x8504) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * - 0x4 + 0x8D500) << 2,asuint(direction));\n\t\tattributeBuffer.Store((index * - 0x8 + 0x8507) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0x8D503) - << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex - = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = - index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + * 0x8 + 0x7) << 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 + 0x42800) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x8 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x4 + 0x8D503) << 2));\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x8D500) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 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 ConformToSphere( /*inout */velocity, + position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, + attractionSpeed_a, (float)0, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0( + /*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, + Sphere_radius_b, (float)1, (float)2, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t + \ VelocitySpherical_18D( /*inout */velocity, /*inout */direction, position, + float3(0, 0, 0), Speed_c, (float)1);\n\t\t}\n\t\t{\n\t\t SetAttribute_39EE3455( + /*inout */size, (float)0.999899983);\n\t\t}\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x3) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) << + 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x8D503) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index + * 0x4 + 0x8D500) << 2,asuint(direction));\n\t\tattributeBuffer.Store((index + * 0x8 + 0x7) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]Lit Cube Output' source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull @@ -935,10 +1011,10 @@ VisualEffectResource: \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_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_USE_COLOR_CURRENT 1\n\t\t#define - VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define + 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_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_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_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 @@ -948,11 +1024,9 @@ VisualEffectResource: 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Color_b;\n\t\t float smoothness;\n\t\t float metallic;\n\t\t - \ uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + 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 + 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 @@ -981,39 +1055,39 @@ VisualEffectResource: = 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\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x8507) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x7) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x8507) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size = - asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_FDD06EC7( - /*inout */color, Color_b);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id - & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id - & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_FDD06EC7( /*inout */color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x + = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z + = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 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 @@ -1126,39 +1200,39 @@ VisualEffectResource: = 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\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x8507) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x7) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x8507) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size = - asfloat(attributeBuffer.Load((index * 0x8 + 0x8503) << 2));\n\t\t\t\t\t\tfloat + alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD03) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD04) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4AD05) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4AD00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8500) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x8504) << 2));\n\t\t\t\t\t\tfloat + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_FDD06EC7( - /*inout */color, Color_b);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id - & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id - & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t + \ SetAttribute_FDD06EC7( /*inout */color, float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x + = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z + = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 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 @@ -1188,9 +1262,11 @@ VisualEffectResource: USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS = 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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC = 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 @@ -1268,101 +1344,65 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 + - op: 1 + valueIndex: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 5 - valueIndex: 6 - data[0]: 0 - data[1]: -1 - data[2]: 0 data[3]: 2 - op: 26 - valueIndex: 7 - data[0]: 2 + valueIndex: 4 + data[0]: 0 data[1]: 1 data[2]: -1 data[3]: 1 - - op: 7 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 31 - valueIndex: 9 - data[0]: 4 - data[1]: 3 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 11 - data[0]: 6 - data[1]: 5 - data[2]: -1 - data[3]: 1 - op: 5 - valueIndex: 12 - data[0]: 0 + valueIndex: 5 + data[0]: 2 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 1 + valueIndex: 6 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 5 + valueIndex: 9 + data[0]: 2 data[1]: -1 data[2]: 1 data[3]: 2 - - op: 27 - valueIndex: 13 - data[0]: 7 - data[1]: 8 + - op: 31 + valueIndex: 10 + data[0]: 3 + data[1]: 4 data[2]: -1 data[3]: 1 + - op: 18 + valueIndex: 11 + data[0]: 5 + data[1]: -1 + data[2]: -1 + data[3]: 3 - op: 1 valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 29 - valueIndex: 15 - data[0]: 13 - data[1]: 9 - data[2]: -1 - data[3]: 1 + data[3]: 3 - op: 30 - valueIndex: 16 - data[0]: 10 - data[1]: 11 - data[2]: -1 - data[3]: 1 - - op: 23 valueIndex: 17 - data[0]: 12 - data[1]: -1 + data[0]: 7 + data[1]: 6 data[2]: -1 data[3]: 1 - op: 1 @@ -1373,20 +1413,20 @@ VisualEffectResource: data[3]: 1 - op: 29 valueIndex: 19 - data[0]: 11 - data[1]: 5 + data[0]: 10 + data[1]: 4 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 20 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 29 - valueIndex: 20 - data[0]: 15 - data[1]: 5 - data[2]: -1 - data[3]: 1 - - op: 26 valueIndex: 21 - data[0]: 16 - data[1]: 14 + data[0]: 6 + data[1]: 4 data[2]: -1 data[3]: 1 - op: 1 @@ -1400,441 +1440,303 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 26 + valueIndex: 24 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 27 - valueIndex: 27 - data[0]: 19 - data[1]: 18 - data[2]: -1 - data[3]: 1 - - op: 18 + data[3]: 4 + - op: 1 valueIndex: 28 - data[0]: 22 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 31 - data[0]: 23 - data[1]: 23 - data[2]: 23 - data[3]: -1 - - op: 28 - valueIndex: 34 - data[0]: 9 - data[1]: 20 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 35 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 4 - op: 1 - valueIndex: 36 + valueIndex: 32 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 29 - valueIndex: 37 - data[0]: 17 - data[1]: 21 - data[2]: -1 - data[3]: 1 - op: 26 - valueIndex: 38 - data[0]: 25 - data[1]: 26 + valueIndex: 33 + data[0]: 8 + data[1]: 9 data[2]: -1 data[3]: 3 - - op: 1 - valueIndex: 41 - data[0]: -1 - data[1]: -1 + - op: 26 + valueIndex: 36 + data[0]: 15 + data[1]: 19 data[2]: -1 data[3]: 1 + - op: 5 + valueIndex: 37 + data[0]: 17 + data[1]: -1 + data[2]: 1 + data[3]: 4 + - op: 5 + valueIndex: 38 + data[0]: 17 + data[1]: -1 + data[2]: 0 + data[3]: 4 + - op: 27 + valueIndex: 39 + data[0]: 12 + data[1]: 14 + data[2]: -1 + data[3]: 1 + - op: 5 + valueIndex: 40 + data[0]: 18 + data[1]: -1 + data[2]: 2 + data[3]: 4 + - op: 5 + valueIndex: 41 + data[0]: 18 + data[1]: -1 + data[2]: 1 + data[3]: 4 - op: 1 valueIndex: 42 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 26 + - op: 5 valueIndex: 43 - data[0]: 24 - data[1]: 30 - data[2]: -1 - data[3]: 1 - - op: 3 + data[0]: 20 + data[1]: -1 + data[2]: 0 + data[3]: 3 + - op: 1 valueIndex: 44 - data[0]: 29 - data[1]: 28 - data[2]: 27 - data[3]: -1 - - op: 1 - valueIndex: 47 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 51 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 52 - data[0]: -1 - data[1]: -1 + - op: 27 + valueIndex: 45 + data[0]: 15 + data[1]: 13 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 53 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 57 + valueIndex: 46 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 10 - valueIndex: 60 + valueIndex: 49 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - - op: 28 - valueIndex: 76 - data[0]: 40 - data[1]: 35 - data[2]: -1 - data[3]: 3 - op: 1 - valueIndex: 79 + valueIndex: 65 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 80 + - op: 9 + valueIndex: 66 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 81 - data[0]: 38 - data[1]: 33 - data[2]: -1 - data[3]: 1 - - op: 5 + data[3]: -1 + - op: 1 valueIndex: 82 - data[0]: 36 - data[1]: -1 - data[2]: 2 - data[3]: 4 - - op: 1 - valueIndex: 83 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 5 - valueIndex: 84 - data[0]: 31 - data[1]: -1 - data[2]: 0 data[3]: 3 - op: 1 valueIndex: 85 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 86 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 87 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 3 + - op: 5 valueIndex: 88 - data[0]: -1 + data[0]: 17 data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[2]: 2 + data[3]: 4 + - op: 72 valueIndex: 89 - data[0]: -1 - data[1]: -1 + data[0]: 11 + data[1]: 16 data[2]: -1 - data[3]: 1 + data[3]: 4 - op: 1 valueIndex: 90 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 5 valueIndex: 91 - data[0]: -1 + data[0]: 18 data[1]: -1 - data[2]: -1 - data[3]: 1 + data[2]: 0 + data[3]: 4 - op: 1 valueIndex: 92 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 6 valueIndex: 93 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: -1 + - op: 26 valueIndex: 94 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 28 - valueIndex: 95 - data[0]: 21 - data[1]: 34 + data[0]: 30 + data[1]: 33 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 96 + valueIndex: 95 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 73 + valueIndex: 96 + data[0]: 38 + data[1]: 21 + data[2]: 39 + data[3]: 1 - op: 1 valueIndex: 97 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 26 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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 SetCustomAttribute_E92D3AFA(inout float2 + UV, float2 _UV) /*attribute:UV Composition:Overwrite Random:Off AttributeType:Vector2 + */\n{\n UV = _UV;\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 float2 + UV = float2(0, 0);\n uint particleId = (uint)0;\n float3 position + = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha + = (float)1;\n float3 targetPosition = float3(0, 0, 0);\n float3 + velocity = float3(0, 0, 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_x = particleId / asuint(uniform_b);\n uint + tmp_y = tmp_x * asuint(uniform_b);\n uint tmp_z = particleId - tmp_y;\n + \ uint tmp_bb = tmp_z + (uint)192;\n float tmp_bc = (float)tmp_bb;\n + \ float tmp_be = tmp_bc / (float)1024;\n uint tmp_bg = + tmp_x + (uint)64;\n float tmp_bh = (float)tmp_bg;\n float + tmp_bj = tmp_bh / (float)768;\n float2 tmp_bk = float2(tmp_be, tmp_bj);\n + \ SetCustomAttribute_E92D3AFA( /*inout */UV, tmp_bk);\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.Store2((index * 0x2 + 0x0) << 2,asuint(UV));\n attributeBuffer.Store3((index + * 0x4 + 0xC8000) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x258000) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x4 + 0x258003) << 2,asuint(alpha));\n attributeBuffer.Store3((index + * 0x8 + 0x3E8000) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x3E8004) << 2,asuint(velocity));\n \n\r\n }\r\n#else\r\n + \ uint index = particleIndex;\r\n attributeBuffer.Store2((index + * 0x2 + 0x0) << 2,asuint(UV));\n attributeBuffer.Store3((index * 0x4 + + 0xC8000) << 2,asuint(position));\n attributeBuffer.Store3((index * + 0x4 + 0x258000) << 2,asuint(color));\n attributeBuffer.Store((index * + 0x4 + 0x258003) << 2,asuint(alpha));\n attributeBuffer.Store3((index + * 0x8 + 0x3E8000) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x3E8004) << 2,asuint(velocity));\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_UV_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define + VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float3 uniform_c;\n float uniform_b;\n float deltaTime_e;\n float + Intensity_f;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState + samplertexture_b;\nTexture2D texture_c;\nSamplerState samplertexture_c;\nTexture3D + VectorField_f;\nSamplerState samplerVectorField_f;\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 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}\nvoid SetAttribute_CEEAF35C(inout + float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\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 EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * 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\tfloat2 UV + = asfloat(attributeBuffer.Load2((index * 0x2 + 0x0) << 2));\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC8000) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x3E8000) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x3E8004) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t\t + \ float tmp_bf = tmp_be[0];\n\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t float + tmp_bh = tmp_be[2];\n\t\t\t float3 tmp_bi = float3(tmp_bf, tmp_bg, tmp_bh);\n\t\t\t + \ float3 tmp_bj = (bool)asuint(uniform_b) ? tmp_bi : position;\n\t\t\t SetAttribute_CAC29747( + /*inout */position, tmp_bj);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t + \ float4 tmp_bg = tmp_be * float4(10, 10, 10, 10);\n\t\t\t float tmp_bh + = tmp_bg[0];\n\t\t\t float tmp_bi = tmp_bg[1];\n\t\t\t float tmp_bj = + tmp_bg[2];\n\t\t\t float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t\t + \ float3 tmp_bl = (bool)asuint(uniform_b) ? tmp_bk : color;\n\t\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_bl);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t\t + \ float tmp_bf = tmp_be[3];\n\t\t\t float tmp_bg = (bool)asuint(uniform_b) + ? tmp_bf : alpha;\n\t\t\t SetAttribute_CEEAF35C( /*inout */alpha, tmp_bg);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float3 tmp_bd = (bool)asuint(uniform_b) ? position : targetPosition;\n\t\t\t + \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_bd);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float3 tmp_bd = targetPosition - position;\n\t\t\t float3 tmp_be = tmp_bd + * uniform_c;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_be, (float)10, + deltaTime_e);\n\t\t\t}\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_f, samplerVectorField_f), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), + float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), Intensity_f, (float)1, deltaTime_e);\n\t\t\t}\n\t\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_e);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0xC8000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x258000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index + * 0x4 + 0x258003) << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x3E8000) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x3E8004) << 2,asuint(velocity));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint + deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat2 UV = asfloat(attributeBuffer.Load2((index + * 0x2 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0xC8000) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x258000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x4 + 0x258003) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x3E8000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x3E8004) << 2));\n\t\tfloat mass = (float)1;\n\t\t\n\r\n\t\t\r\n#if + VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t + \ float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_b),UV,(float)0);\n\t\t + \ float tmp_bf = tmp_be[0];\n\t\t float tmp_bg = tmp_be[1];\n\t\t float + tmp_bh = tmp_be[2];\n\t\t float3 tmp_bi = float3(tmp_bf, tmp_bg, tmp_bh);\n\t\t + \ float3 tmp_bj = (bool)asuint(uniform_b) ? tmp_bi : position;\n\t\t SetAttribute_CAC29747( + /*inout */position, tmp_bj);\n\t\t}\n\t\t{\n\t\t float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t + \ float4 tmp_bg = tmp_be * float4(10, 10, 10, 10);\n\t\t float tmp_bh = + tmp_bg[0];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float tmp_bj = tmp_bg[2];\n\t\t + \ float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t float3 tmp_bl = + (bool)asuint(uniform_b) ? tmp_bk : color;\n\t\t SetAttribute_FDD06EC7( /*inout + */color, tmp_bl);\n\t\t}\n\t\t{\n\t\t float4 tmp_be = SampleTexture(VFX_SAMPLER(texture_c),UV,(float)0);\n\t\t + \ float tmp_bf = tmp_be[3];\n\t\t float tmp_bg = (bool)asuint(uniform_b) + ? tmp_bf : alpha;\n\t\t SetAttribute_CEEAF35C( /*inout */alpha, tmp_bg);\n\t\t}\n\t\t{\n\t\t + \ float3 tmp_bd = (bool)asuint(uniform_b) ? position : targetPosition;\n\t\t + \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_bd);\n\t\t}\n\t\t{\n\t\t + \ float3 tmp_bd = targetPosition - position;\n\t\t float3 tmp_be = tmp_bd + * uniform_c;\n\t\t Force_1( /*inout */velocity, mass, tmp_be, (float)10, + deltaTime_e);\n\t\t}\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_f, samplerVectorField_f), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), + float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), Intensity_f, (float)1, deltaTime_e);\n\t\t}\n\t\tEulerIntegration( + /*inout */position, velocity, deltaTime_e);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index + * 0x4 + 0xC8000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index + * 0x4 + 0x258000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x258003) << 2,asuint(alpha));\n\t\tattributeBuffer.Store3((index * 0x8 + + 0x3E8000) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x3E8004) << 2,asuint(velocity));\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{\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 Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE + 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT + 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_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#define + VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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\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\tvoid + Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane + */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t + \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if + VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t + \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ + = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 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 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x4 + 0x258003) << 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)0.00999999978);\n\t\t\t\t}\n\t\t\t\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\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\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_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n + \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n + \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer + inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct + Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer + outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 + groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint + threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint + id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth + * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = + inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0xC8000) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 + wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos + = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index + = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 1 + valueIndex: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 1 + valueIndex: 2 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 3 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 4 + - op: 1 + valueIndex: 7 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 1 + valueIndex: 8 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 1 + 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title: UV position: serializedVersion: 2 - x: -958 - y: -833 + x: -965 + y: -1021 width: 1122 - height: 364 + height: 365 contents: - model: {fileID: 8926484042661615126} id: 0 @@ -74,9 +74,9 @@ MonoBehaviour: - title: Position Sample position: serializedVersion: 2 - x: -193 - y: -448 - width: 523 + x: -692 + y: -524 + width: 524 height: 247 contents: - model: {fileID: 8926484042661615147} @@ -93,10 +93,10 @@ MonoBehaviour: categories: [] uiBounds: serializedVersion: 2 - x: -958 + x: -965 y: -1157 - width: 1789 - height: 1617 + width: 2237 + height: 1749 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -135,6 +135,8 @@ MonoBehaviour: - {fileID: 8926484042661615240} - {fileID: 8926484042661615278} - {fileID: 8926484042661615269} + - {fileID: 8926484042661615282} + - {fileID: 8926484042661615401} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -333,11 +335,11 @@ VisualEffectResource: = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + name: '[System 1]Quad Output' + 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 - One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if + SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define @@ -348,222 +350,35 @@ VisualEffectResource: VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define - VFX_HAS_INDIRECT_DRAW 1\n\t\t#define 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 VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define + 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define + VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x258003) << 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 + 0xC8000) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x258000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x4 + 0x258003) << 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)0.00999999978);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_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\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\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\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\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\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\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 + 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 @@ -652,10 +467,16 @@ VisualEffectResource: = 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\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\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;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn - 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" + 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\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 @@ -691,46 +512,46 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 1 - op: 1 valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 6 - op: 1 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 7 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - - op: 26 + - op: 1 valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + - op: 26 + valueIndex: 6 data[0]: 0 data[1]: 0 data[2]: -1 data[3]: 6 - op: 1 - valueIndex: 6 + valueIndex: 7 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 4 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - op: 64 valueIndex: 11 - data[0]: 5 + data[0]: 6 data[1]: -1 data[2]: -1 data[3]: -1 @@ -749,7 +570,7 @@ VisualEffectResource: - op: 31 valueIndex: 14 data[0]: 8 - data[1]: 2 + data[1]: 1 data[2]: -1 data[3]: 1 - op: 1 @@ -758,50 +579,44 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 2 - valueIndex: 17 + valueIndex: 16 data[0]: 11 data[1]: 11 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 19 + valueIndex: 18 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 7 - op: 1 - valueIndex: 20 + valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 1 - valueIndex: 23 + valueIndex: 22 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 1 - valueIndex: 26 + valueIndex: 25 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - op: 1 - valueIndex: 28 + valueIndex: 27 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 9 - valueIndex: 29 + valueIndex: 28 data[0]: -1 data[1]: -1 data[2]: -1 @@ -812,37 +627,35 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 2 + - m_ExpressionIndex: 1 m_Value: 0 - m_ExpressionIndex: 9 m_Value: 768 - m_ExpressionIndex: 10 m_Value: 1024 - m_ExpressionIndex: 12 - m_Value: 0.5 - - m_ExpressionIndex: 13 m_Value: 0.01 - - m_ExpressionIndex: 19 + - m_ExpressionIndex: 18 m_Value: 1.43 m_Vector2f: m_Array: - - m_ExpressionIndex: 18 + - m_ExpressionIndex: 17 m_Value: {x: 0, y: 0} m_Vector3f: m_Array: - - m_ExpressionIndex: 16 + - m_ExpressionIndex: 15 m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 17 + - m_ExpressionIndex: 16 m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: - - m_ExpressionIndex: 6 + - m_ExpressionIndex: 7 m_Value: {x: 100, y: 100, z: 100, w: 100} m_Uint: m_Array: - m_ExpressionIndex: 0 m_Value: 640 - - m_ExpressionIndex: 3 + - m_ExpressionIndex: 2 m_Value: 64 - m_ExpressionIndex: 4 m_Value: 192 @@ -856,23 +669,23 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: - - m_ExpressionIndex: 1 + - m_ExpressionIndex: 3 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 7 + - m_ExpressionIndex: 5 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 15 + - m_ExpressionIndex: 14 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 1 + index: 3 - nameId: Azure Depth - index: 7 + index: 5 - nameId: Resolution index: 0 - nameId: Spectrum Value 1 - index: 19 + index: 18 m_Buffers: - type: 1 size: 4096000 @@ -992,7 +805,7 @@ VisualEffectResource: m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 - shadowCastingMode: 1 + shadowCastingMode: 0 receiveShadows: 0 reflectionProbeUsage: 0 lightProbeUsage: 0 @@ -1015,9 +828,9 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Count - index: 14 + index: 13 - nameId: Delay - index: 18 + index: 17 params: [] processor: {fileID: 0} shaderSourceIndex: -1 @@ -1040,9 +853,9 @@ VisualEffectResource: index: 5 values: - nameId: bounds_center - index: 17 - - nameId: bounds_size index: 16 + - nameId: bounds_size + index: 15 tasks: - type: 536870912 buffers: @@ -1056,9 +869,9 @@ VisualEffectResource: index: 0 params: - nameId: bounds_center - 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_brightness: 0 + _brightness: 0.475 _contrast: 0.5 _saturation: 0.5 _sharpness: 0.5 _gain: 0.5 _enableBlc: 0 _powerIs60Hz: 1 - _maxDepth: 1.83 + _maxDepth: 2.21 _depthMode: 1 diff --git a/UnityProject/Assets/StreamingAssets/First_Project.csv b/UnityProject/Assets/StreamingAssets/First_Project.csv index 3dc6aad..882d062 100644 --- a/UnityProject/Assets/StreamingAssets/First_Project.csv +++ b/UnityProject/Assets/StreamingAssets/First_Project.csv @@ -12,4 +12,4 @@ BL_Dolly,182, BL_noGravity,182, BL_Solo,182, Dark_Trails,182, -,, \ No newline at end of file +End,182, \ No newline at end of file