From c65cd6d0c0b2966b02aa1094ebb0ab2e34eb6fe6 Mon Sep 17 00:00:00 2001 From: max Date: Wed, 27 Nov 2019 14:28:39 +0100 Subject: [PATCH] Fixed Force Position VFX Graph Forces can now be applied. Pixel will return to original position + kinect offset --- .../Force Position Texture.vfx | 3361 +++++++++++++---- 1 file changed, 2706 insertions(+), 655 deletions(-) diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Force Position Texture.vfx b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Force Position Texture.vfx index 9383628..3a7d335 100644 --- a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Force Position Texture.vfx +++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Force Position Texture.vfx @@ -74,6 +74,38 @@ MonoBehaviour: - model: {fileID: 8926484042661618174} id: 0 isStickyNote: 0 + - title: Return to original position + position: + serializedVersion: 2 + x: -1295 + y: 996 + width: 2000 + height: 482 + contents: + - model: {fileID: 8926484042661619896} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661619905} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661618230} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661619888} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661619892} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661618948} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661619518} + id: 0 + isStickyNote: 0 + - model: {fileID: 8926484042661619548} + id: 0 + isStickyNote: 0 stickyNoteInfos: [] systemInfos: [] categories: [] @@ -82,7 +114,7 @@ MonoBehaviour: x: -2339 y: -175 width: 3713 - height: 2093 + height: 2438 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -134,9 +166,12 @@ MonoBehaviour: - {fileID: 8926484042661619518} - {fileID: 8926484042661619548} - {fileID: 8926484042661619624} - - {fileID: 8926484042661619640} - - {fileID: 8926484042661619664} - - {fileID: 8926484042661619884} + - {fileID: 8926484042661619888} + - {fileID: 8926484042661619892} + - {fileID: 8926484042661619896} + - {fileID: 8926484042661619905} + - {fileID: 8926484042661620015} + - {fileID: 8926484042661620017} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -361,28 +396,30 @@ VisualEffectResource: /*inout */position, tmp_cb);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x40000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x40003) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0x80000) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0xC0000) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x106100) << 2,asuint(particleId));\n attributeBuffer.Store3((index + * 0x4 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x4 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0x4 + 0x24DA40) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x1 + 0x353B40) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n \ uint index = particleIndex;\r\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x40000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x40003) << 2,asuint(age));\n attributeBuffer.Store3((index * - 0x4 + 0x80000) << 2,asuint(color));\n attributeBuffer.Store((index * - 0x1 + 0xC0000) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n" + * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x106100) << 2,asuint(particleId));\n attributeBuffer.Store3((index + * 0x4 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x4 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store3((index + * 0x4 + 0x24DA40) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x1 + 0x353B40) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define - VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float2 uniform_c;\n float2 uniform_d;\n float deltaTime_a;\n float - uniform_e;\n float uniform_f;\n float uniform_g;\n float Color_c;\n - \ float Color_d;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState - samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_MASS_CURRENT + 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_HAS_INDIRECT_DRAW 1\n#define VFX_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 deltaTime_a;\n float2 uniform_d;\n + \ float2 uniform_e;\n float uniform_f;\n float uniform_g;\n float + uniform_h;\n float Color_c;\n float Color_d;\n uint3 PADDING_0;\nCBUFFER_END\nTexture2D + texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"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 @@ -420,99 +457,133 @@ VisualEffectResource: \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x40003) << 2));\n\t\t\tfloat + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x106100) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x147940) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x4 + 0x147943) << 2));\n\t\t\tfloat lifetime = (float)1;\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x80000) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x1 + 0xC0000) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + * 0x4 + 0x24DA40) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x1 + 0x353B40) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t CollisionSphere_0( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, float3(1.33000004, - 0, 0), (float)1, (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, - (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bi = position[0];\n\t\t\t - \ float tmp_bj = position[1];\n\t\t\t float2 tmp_bk = float2(tmp_bi, tmp_bj);\n\t\t\t - \ float2 tmp_bl = tmp_bk / uniform_c;\n\t\t\t float2 tmp_bm = tmp_bl - - uniform_d;\n\t\t\t float2 tmp_bo = tmp_bm - float2(-1, -1);\n\t\t\t float2 - tmp_bq = tmp_bo / float2(2, 2);\n\t\t\t float2 tmp_bs = tmp_bq * float2(1, - -1);\n\t\t\t float4 tmp_bt = SampleTexture(VFX_SAMPLER(texture_b),tmp_bs,(float)0);\n\t\t\t - \ float tmp_bu = tmp_bt[0];\n\t\t\t float tmp_bv = tmp_bu * uniform_e;\n\t\t\t - \ float tmp_bw = (float)1 - tmp_bv;\n\t\t\t float tmp_bx = tmp_bv - uniform_f;\n\t\t\t + */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, + (float)0.310000002, (float)0, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ uint tmp_bi = particleId / (uint)65536;\n\t\t\t uint tmp_bj = tmp_bi + * (uint)65536;\n\t\t\t uint tmp_bk = particleId - tmp_bj;\n\t\t\t uint + tmp_bm = tmp_bk / (uint)256;\n\t\t\t float tmp_bn = (float)tmp_bm;\n\t\t\t + \ uint tmp_bo = tmp_bm * (uint)256;\n\t\t\t uint tmp_bp = tmp_bk - tmp_bo;\n\t\t\t + \ float tmp_bq = (float)tmp_bp;\n\t\t\t uint tmp_br = tmp_bk - tmp_bk;\n\t\t\t + \ float tmp_bs = (float)tmp_br;\n\t\t\t float3 tmp_bt = float3(tmp_bn, + tmp_bq, tmp_bs);\n\t\t\t float3 tmp_bv = tmp_bt / float3(255, 255, 1);\n\t\t\t + \ float3 tmp_bx = tmp_bv * float3(2, 2, 2);\n\t\t\t float3 tmp_bz = tmp_bx + - float3(1, 1, 1);\n\t\t\t float tmp_ca = tmp_bz[0];\n\t\t\t float3 tmp_cb + = float3(tmp_ca, tmp_ca, tmp_ca);\n\t\t\t float3 tmp_cd = tmp_cb * float3(1, + 0, 0);\n\t\t\t float3 tmp_ce = float3(-4, 0, 0) + tmp_cd;\n\t\t\t float + tmp_cf = tmp_bz[1];\n\t\t\t float3 tmp_cg = float3(tmp_cf, tmp_cf, tmp_cf);\n\t\t\t + \ float3 tmp_ci = tmp_cg * float3(0, 1, 0);\n\t\t\t float3 tmp_cj = tmp_ce + + tmp_ci;\n\t\t\t float tmp_ck = tmp_cj[0];\n\t\t\t float tmp_cl = position[0];\n\t\t\t + \ float tmp_cm = tmp_ck - tmp_cl;\n\t\t\t float tmp_cn = tmp_cj[1];\n\t\t\t + \ float tmp_co = position[1];\n\t\t\t float tmp_cp = tmp_cn - tmp_co;\n\t\t\t + \ float2 tmp_cs = float2(tmp_cl, tmp_co);\n\t\t\t float2 tmp_ct = tmp_cs + / uniform_d;\n\t\t\t float2 tmp_cu = tmp_ct - uniform_e;\n\t\t\t float2 + tmp_cw = tmp_cu - float2(-1, -1);\n\t\t\t float2 tmp_cy = tmp_cw / float2(2, + 2);\n\t\t\t float2 tmp_da = tmp_cy * float2(1, -1);\n\t\t\t float4 tmp_dc + = SampleTexture(VFX_SAMPLER(texture_b),tmp_da,(float)0);\n\t\t\t float tmp_dd + = tmp_dc[0];\n\t\t\t float tmp_de = tmp_dd * uniform_f;\n\t\t\t float + tmp_df = (float)1 - tmp_de;\n\t\t\t float tmp_dg = tmp_de - uniform_g;\n\t\t\t + \ float tmp_dh = ceil(tmp_dg);\n\t\t\t float tmp_di = saturate(tmp_dh);\n\t\t\t + \ float tmp_dj = tmp_df * tmp_di;\n\t\t\t float tmp_dk = tmp_df - uniform_h;\n\t\t\t + \ float tmp_dl = ceil(tmp_dk);\n\t\t\t float tmp_dm = saturate(tmp_dl);\n\t\t\t + \ float tmp_dn = tmp_dj * tmp_dm;\n\t\t\t float tmp_do = (float)-1 * tmp_dn;\n\t\t\t + \ float tmp_dp = position[2];\n\t\t\t float tmp_dq = tmp_do - tmp_dp;\n\t\t\t + \ float3 tmp_dr = float3(tmp_cm, tmp_cp, tmp_dq);\n\t\t\t float3 tmp_dt + = tmp_dr * float3(9.46000004, 9.46000004, 9.46000004);\n\t\t\t Force_1( /*inout + */velocity, mass, tmp_dt, (float)10, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float tmp_bh = position[0];\n\t\t\t float tmp_bi = position[1];\n\t\t\t + \ float2 tmp_bj = float2(tmp_bh, tmp_bi);\n\t\t\t float2 tmp_bk = tmp_bj + / uniform_d;\n\t\t\t float2 tmp_bl = tmp_bk - uniform_e;\n\t\t\t float2 + tmp_bn = tmp_bl - float2(-1, -1);\n\t\t\t float2 tmp_bp = tmp_bn / float2(2, + 2);\n\t\t\t float2 tmp_br = tmp_bp * float2(1, -1);\n\t\t\t float4 tmp_bt + = SampleTexture(VFX_SAMPLER(texture_b),tmp_br,(float)0);\n\t\t\t float tmp_bu + = tmp_bt[0];\n\t\t\t float tmp_bv = tmp_bu * uniform_f;\n\t\t\t float + tmp_bw = (float)1 - tmp_bv;\n\t\t\t float tmp_bx = tmp_bv - uniform_g;\n\t\t\t \ float tmp_by = ceil(tmp_bx);\n\t\t\t float tmp_bz = saturate(tmp_by);\n\t\t\t - \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t\t float tmp_cb = tmp_bw - uniform_g;\n\t\t\t + \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t\t float tmp_cb = tmp_bw - uniform_h;\n\t\t\t \ float tmp_cc = ceil(tmp_cb);\n\t\t\t float tmp_cd = saturate(tmp_cc);\n\t\t\t - \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t\t float tmp_cf = (float)-1 * tmp_ce;\n\t\t\t - \ float tmp_cg = position[2];\n\t\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t\t - \ float tmp_cj = tmp_ch * (float)5;\n\t\t\t float3 tmp_ck = float3((float)0, - (float)0, tmp_cj);\n\t\t\t Force_1( /*inout */velocity, mass, tmp_ck, (float)10, - deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bg = position[0];\n\t\t\t - \ float tmp_bh = position[1];\n\t\t\t float2 tmp_bi = float2(tmp_bg, tmp_bh);\n\t\t\t - \ float2 tmp_bj = tmp_bi / uniform_c;\n\t\t\t float2 tmp_bk = tmp_bj - - uniform_d;\n\t\t\t float2 tmp_bm = tmp_bk - float2(-1, -1);\n\t\t\t float2 - tmp_bo = tmp_bm / float2(2, 2);\n\t\t\t float2 tmp_bq = tmp_bo * float2(1, - -1);\n\t\t\t float4 tmp_bs = SampleTexture(VFX_SAMPLER(texture_b),tmp_bq,(float)0);\n\t\t\t - \ float tmp_bt = tmp_bs[0];\n\t\t\t float tmp_bu = tmp_bt * uniform_e;\n\t\t\t - \ float tmp_bv = (float)1 - tmp_bu;\n\t\t\t float tmp_bw = tmp_bu - uniform_f;\n\t\t\t - \ float tmp_bx = ceil(tmp_bw);\n\t\t\t float tmp_by = saturate(tmp_bx);\n\t\t\t - \ float tmp_bz = tmp_bv * tmp_by;\n\t\t\t float tmp_ca = tmp_bv - uniform_g;\n\t\t\t - \ float tmp_cb = ceil(tmp_ca);\n\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t - \ float tmp_cd = tmp_bz * tmp_cc;\n\t\t\t AttributeFromCurve_39BD5D15( - /*inout */color, /*inout */alpha, Color_c, tmp_cd);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t\t AttributeFromCurve_39BD5D15( + /*inout */color, /*inout */alpha, Color_c, tmp_ce);\n\t\t\t}\n\t\t\t{\n\t\t\t \ AttributeFromCurve_30403583( /*inout */color, velocity, Color_d, float2(0, 1));\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x40000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x40003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x80000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0xC0000) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + * 0x4 + 0x147940) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x4 + 0x147943) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x24DA40) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x353B40) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x40000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x40003) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tfloat mass = (float)1;\n\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\n\r\n\t\t\r\n#if - VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(1.33000004, 0, 0), (float)1, (float)0.100000001, (float)0, - (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t float tmp_bi - = position[0];\n\t\t float tmp_bj = position[1];\n\t\t float2 tmp_bk = - float2(tmp_bi, tmp_bj);\n\t\t float2 tmp_bl = tmp_bk / uniform_c;\n\t\t float2 - tmp_bm = tmp_bl - uniform_d;\n\t\t float2 tmp_bo = tmp_bm - float2(-1, -1);\n\t\t - \ float2 tmp_bq = tmp_bo / float2(2, 2);\n\t\t float2 tmp_bs = tmp_bq * - float2(1, -1);\n\t\t float4 tmp_bt = SampleTexture(VFX_SAMPLER(texture_b),tmp_bs,(float)0);\n\t\t - \ float tmp_bu = tmp_bt[0];\n\t\t float tmp_bv = tmp_bu * uniform_e;\n\t\t - \ float tmp_bw = (float)1 - tmp_bv;\n\t\t float tmp_bx = tmp_bv - uniform_f;\n\t\t + * 0x4 + 0x0) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + + 0x106100) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x147940) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x4 + 0x147943) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tfloat mass = + (float)1;\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x24DA40) + << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x353B40) + << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t CollisionSphere_0( /*inout */position, + \ /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, (float)0.310000002, + (float)0, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t + \ uint tmp_bi = particleId / (uint)65536;\n\t\t uint tmp_bj = tmp_bi * + (uint)65536;\n\t\t uint tmp_bk = particleId - tmp_bj;\n\t\t uint tmp_bm + = tmp_bk / (uint)256;\n\t\t float tmp_bn = (float)tmp_bm;\n\t\t uint tmp_bo + = tmp_bm * (uint)256;\n\t\t uint tmp_bp = tmp_bk - tmp_bo;\n\t\t float + tmp_bq = (float)tmp_bp;\n\t\t uint tmp_br = tmp_bk - tmp_bk;\n\t\t float + tmp_bs = (float)tmp_br;\n\t\t float3 tmp_bt = float3(tmp_bn, tmp_bq, tmp_bs);\n\t\t + \ float3 tmp_bv = tmp_bt / float3(255, 255, 1);\n\t\t float3 tmp_bx = tmp_bv + * float3(2, 2, 2);\n\t\t float3 tmp_bz = tmp_bx - float3(1, 1, 1);\n\t\t + \ float tmp_ca = tmp_bz[0];\n\t\t float3 tmp_cb = float3(tmp_ca, tmp_ca, + tmp_ca);\n\t\t float3 tmp_cd = tmp_cb * float3(1, 0, 0);\n\t\t float3 + tmp_ce = float3(-4, 0, 0) + tmp_cd;\n\t\t float tmp_cf = tmp_bz[1];\n\t\t + \ float3 tmp_cg = float3(tmp_cf, tmp_cf, tmp_cf);\n\t\t float3 tmp_ci = + tmp_cg * float3(0, 1, 0);\n\t\t float3 tmp_cj = tmp_ce + tmp_ci;\n\t\t float + tmp_ck = tmp_cj[0];\n\t\t float tmp_cl = position[0];\n\t\t float tmp_cm + = tmp_ck - tmp_cl;\n\t\t float tmp_cn = tmp_cj[1];\n\t\t float tmp_co + = position[1];\n\t\t float tmp_cp = tmp_cn - tmp_co;\n\t\t float2 tmp_cs + = float2(tmp_cl, tmp_co);\n\t\t float2 tmp_ct = tmp_cs / uniform_d;\n\t\t + \ float2 tmp_cu = tmp_ct - uniform_e;\n\t\t float2 tmp_cw = tmp_cu - float2(-1, + -1);\n\t\t float2 tmp_cy = tmp_cw / float2(2, 2);\n\t\t float2 tmp_da + = tmp_cy * float2(1, -1);\n\t\t float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_b),tmp_da,(float)0);\n\t\t + \ float tmp_dd = tmp_dc[0];\n\t\t float tmp_de = tmp_dd * uniform_f;\n\t\t + \ float tmp_df = (float)1 - tmp_de;\n\t\t float tmp_dg = tmp_de - uniform_g;\n\t\t + \ float tmp_dh = ceil(tmp_dg);\n\t\t float tmp_di = saturate(tmp_dh);\n\t\t + \ float tmp_dj = tmp_df * tmp_di;\n\t\t float tmp_dk = tmp_df - uniform_h;\n\t\t + \ float tmp_dl = ceil(tmp_dk);\n\t\t float tmp_dm = saturate(tmp_dl);\n\t\t + \ float tmp_dn = tmp_dj * tmp_dm;\n\t\t float tmp_do = (float)-1 * tmp_dn;\n\t\t + \ float tmp_dp = position[2];\n\t\t float tmp_dq = tmp_do - tmp_dp;\n\t\t + \ float3 tmp_dr = float3(tmp_cm, tmp_cp, tmp_dq);\n\t\t float3 tmp_dt = + tmp_dr * float3(9.46000004, 9.46000004, 9.46000004);\n\t\t Force_1( /*inout + */velocity, mass, tmp_dt, (float)10, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float + tmp_bh = position[0];\n\t\t float tmp_bi = position[1];\n\t\t float2 tmp_bj + = float2(tmp_bh, tmp_bi);\n\t\t float2 tmp_bk = tmp_bj / uniform_d;\n\t\t + \ float2 tmp_bl = tmp_bk - uniform_e;\n\t\t float2 tmp_bn = tmp_bl - float2(-1, + -1);\n\t\t float2 tmp_bp = tmp_bn / float2(2, 2);\n\t\t float2 tmp_br + = tmp_bp * float2(1, -1);\n\t\t float4 tmp_bt = SampleTexture(VFX_SAMPLER(texture_b),tmp_br,(float)0);\n\t\t + \ float tmp_bu = tmp_bt[0];\n\t\t float tmp_bv = tmp_bu * uniform_f;\n\t\t + \ float tmp_bw = (float)1 - tmp_bv;\n\t\t float tmp_bx = tmp_bv - uniform_g;\n\t\t \ float tmp_by = ceil(tmp_bx);\n\t\t float tmp_bz = saturate(tmp_by);\n\t\t - \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t float tmp_cb = tmp_bw - uniform_g;\n\t\t + \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t float tmp_cb = tmp_bw - uniform_h;\n\t\t \ float tmp_cc = ceil(tmp_cb);\n\t\t float tmp_cd = saturate(tmp_cc);\n\t\t - \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t float tmp_cf = (float)-1 * tmp_ce;\n\t\t - \ float tmp_cg = position[2];\n\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t - \ float tmp_cj = tmp_ch * (float)5;\n\t\t float3 tmp_ck = float3((float)0, - (float)0, tmp_cj);\n\t\t Force_1( /*inout */velocity, mass, tmp_ck, (float)10, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bg = position[0];\n\t\t float - tmp_bh = position[1];\n\t\t float2 tmp_bi = float2(tmp_bg, tmp_bh);\n\t\t - \ float2 tmp_bj = tmp_bi / uniform_c;\n\t\t float2 tmp_bk = tmp_bj - uniform_d;\n\t\t - \ float2 tmp_bm = tmp_bk - float2(-1, -1);\n\t\t float2 tmp_bo = tmp_bm - / float2(2, 2);\n\t\t float2 tmp_bq = tmp_bo * float2(1, -1);\n\t\t float4 - tmp_bs = SampleTexture(VFX_SAMPLER(texture_b),tmp_bq,(float)0);\n\t\t float - tmp_bt = tmp_bs[0];\n\t\t float tmp_bu = tmp_bt * uniform_e;\n\t\t float - tmp_bv = (float)1 - tmp_bu;\n\t\t float tmp_bw = tmp_bu - uniform_f;\n\t\t - \ float tmp_bx = ceil(tmp_bw);\n\t\t float tmp_by = saturate(tmp_bx);\n\t\t - \ float tmp_bz = tmp_bv * tmp_by;\n\t\t float tmp_ca = tmp_bv - uniform_g;\n\t\t - \ float tmp_cb = ceil(tmp_ca);\n\t\t float tmp_cc = saturate(tmp_cb);\n\t\t - \ float tmp_cd = tmp_bz * tmp_cc;\n\t\t AttributeFromCurve_39BD5D15( /*inout - */color, /*inout */alpha, Color_c, tmp_cd);\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_30403583( + \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t AttributeFromCurve_39BD5D15( /*inout + */color, /*inout */alpha, Color_c, tmp_ce);\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_30403583( /*inout */color, velocity, Color_d, float2(0, 1));\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x40000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + - 0x40003) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x80000) - << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC0000) << 2,asuint(alpha));\n\t\t\n\r\n#if - VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] - = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + + 0x147940) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x147943) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x24DA40) + << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x1 + 0x353B40) << + 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex + = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = + index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]Mesh Output' source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull @@ -577,8 +648,8 @@ VisualEffectResource: // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tbool + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x24DA40) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x353B40) << 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 @@ -589,8 +660,8 @@ VisualEffectResource: alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x80000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + * 0x4 + 0x24DA40) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x1 + 0x353B40) << 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 @@ -668,16 +739,16 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 - - op: 5 - valueIndex: 2 - data[0]: 0 + data[3]: 6 + - op: 1 + valueIndex: 1 + data[0]: -1 data[1]: -1 - data[2]: 1 + data[2]: -1 data[3]: 2 - op: 5 valueIndex: 3 - data[0]: 0 + data[0]: 1 data[1]: -1 data[2]: 0 data[3]: 2 @@ -687,54 +758,54 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 2 - - op: 1 + - op: 5 valueIndex: 6 - data[0]: -1 + data[0]: 1 data[1]: -1 - data[2]: -1 - data[3]: 6 + data[2]: 1 + data[3]: 2 - op: 5 valueIndex: 7 data[0]: 3 data[1]: -1 data[2]: 1 data[3]: 2 - - op: 2 + - op: 1 valueIndex: 8 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 6 + - op: 2 + valueIndex: 9 data[0]: 2 - data[1]: 1 + data[1]: 4 data[2]: -1 data[3]: -1 - op: 5 - valueIndex: 10 + valueIndex: 11 data[0]: 3 data[1]: -1 data[2]: 0 data[3]: 2 - op: 2 - valueIndex: 11 - data[0]: 7 + valueIndex: 12 + data[0]: 8 data[1]: 5 data[2]: -1 data[3]: -1 - op: 1 - valueIndex: 13 + valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - op: 1 - valueIndex: 15 + valueIndex: 16 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - op: 1 valueIndex: 18 data[0]: -1 @@ -752,31 +823,19 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 3 - op: 1 - valueIndex: 22 + valueIndex: 24 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 - valueIndex: 23 + valueIndex: 25 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 1 valueIndex: 28 data[0]: -1 @@ -794,35 +853,59 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 1 + valueIndex: 33 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 34 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 35 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 7 valueIndex: 36 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: -1 - op: 1 - valueIndex: 39 + valueIndex: 37 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 + - op: 1 + valueIndex: 40 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 41 + data[0]: 23 + data[1]: 22 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 42 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 1 + - op: 26 valueIndex: 45 - data[0]: -1 - data[1]: -1 + data[0]: 26 + data[1]: 25 data[2]: -1 data[3]: 1 - op: 1 @@ -830,135 +913,213 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 3 + - op: 13 + valueIndex: 49 + data[0]: 28 + data[1]: -1 + data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 47 + valueIndex: 50 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 29 + valueIndex: 51 + data[0]: 19 + data[1]: 30 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 52 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 27 + valueIndex: 53 + data[0]: 32 + data[1]: 31 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 54 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 55 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 56 + data[0]: 34 + data[1]: 35 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 57 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 28 + valueIndex: 60 + data[0]: 36 + data[1]: 37 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 61 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 62 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 63 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 14 - op: 1 - valueIndex: 48 + valueIndex: 64 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 14 - - op: 9 - valueIndex: 49 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - op: 1 valueIndex: 65 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 57 + - op: 9 valueIndex: 66 - data[0]: 28 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 57 - valueIndex: 67 - data[0]: 29 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 68 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 70 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 72 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 73 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 76 - data[0]: 27 - data[1]: 27 - data[2]: 27 data[3]: -1 - - op: 1 - valueIndex: 79 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 80 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 81 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 1 valueIndex: 82 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 57 valueIndex: 83 - data[0]: -1 + data[0]: 43 data[1]: -1 data[2]: -1 - data[3]: 6 - - op: 1 + data[3]: 0 + - op: 57 valueIndex: 84 - data[0]: -1 + data[0]: 42 data[1]: -1 data[2]: -1 - data[3]: 15 + data[3]: 1 - op: 1 valueIndex: 85 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 2 - op: 1 - valueIndex: 88 + valueIndex: 87 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 89 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 3 + valueIndex: 90 + data[0]: 44 + data[1]: 44 + data[2]: 44 + data[3]: -1 + - op: 3 + valueIndex: 93 + data[0]: 39 + data[1]: 40 + data[2]: 41 + data[3]: -1 + - 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