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"UnityEditor.Graphing.Edge" + }, + "JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"8f740cbf-abdb-4365-8a4a-3bbd8f6fe014\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 1,\n \"m_NodeGUIDSerialized\": \"f9998a1f-8aec-41b7-8165-ce87a089fe1a\"\n }\n}" } ], "m_PreviewData": { diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/ShaderGraph/SG_LookupTextureSpherized.mat b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/ShaderGraph/SG_LookupTextureSpherized.mat index 8e6e702..b49437b 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/ShaderGraph/SG_LookupTextureSpherized.mat +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/ShaderGraph/SG_LookupTextureSpherized.mat @@ -111,15 +111,16 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - Vector1_468BFCD: 4 + - Vector1_468BFCD: 0.8 - Vector1_477157C3: 20 - Vector1_5C6FC899: 167 - Vector1_BED4DC28: 1 - Vector1_BFA4684C: 1 + - Vector1_C3A4461D: 20 - Vector1_C47A514C: 0 - - Vector1_D3C18F0E: 203 + - Vector1_D3C18F0E: 0 - Vector1_EB04F0A4: 0 - - Vector1_F98FA917: 4 + - Vector1_F98FA917: 10 - _AORemapMax: 1 - _AORemapMin: 0 - _ATDistance: 1 diff --git a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/AzureForces.vfx b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/AzureForces.vfx index a75f78d..2e4ebfe 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/AzureForces.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/AzureForces.vfx @@ -154,10 +154,10 @@ MonoBehaviour: categories: [] uiBounds: serializedVersion: 2 - x: -3533 - y: -3730 - width: 4781 - height: 5877 + x: -2396 + y: -1143 + width: 3585 + height: 2626 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -168,7 +168,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 7d4c867f6b72b714dbb5fd1780afe208, type: 3} - m_Name: Azure Morph Points + m_Name: AzureForces m_EditorClassIdentifier: m_Parent: {fileID: 0} m_Children: @@ -211,6 +211,8 @@ MonoBehaviour: - {fileID: 8926484042661616801} - {fileID: 8926484042661616806} - {fileID: 8926484042661616820} + - {fileID: 8926484042661616827} + - {fileID: 8926484042661616829} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -242,19 +244,6 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - - name: Resolution - path: Resolution - tooltip: - sheetType: m_Uint - realType: UInt32 - defaultValue: - m_Type: - m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 640 - min: -Infinity - max: Infinity - descendantCount: 0 - name: Spectrum Value 1 path: Spectrum Value 1 tooltip: @@ -281,6 +270,19 @@ MonoBehaviour: min: 0 max: 20 descendantCount: 0 + - name: Particle size + path: Particle size + tooltip: + sheetType: m_Float + realType: Single + defaultValue: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.003 + min: -Infinity + max: Infinity + descendantCount: 0 m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] @@ -291,7 +293,7 @@ VisualEffectResource: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: Azure Morph Points + m_Name: AzureForces m_Graph: {fileID: 114350483966674976} m_ShaderSources: - compute: 1 @@ -299,8 +301,8 @@ VisualEffectResource: source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_PARTICLEID_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_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle @@ -338,8 +340,8 @@ VisualEffectResource: 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 + \ {\n uint tmp_x = particleId / (uint)1000;\n uint + tmp_y = tmp_x * (uint)1000;\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 @@ -348,25 +350,24 @@ VisualEffectResource: \ \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 + * 0x8 + 0x1E8480) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x8 + 0x1E8484) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x8 + 0x1E8483) << 2,asuint(alpha));\n attributeBuffer.Store3((index + * 0x8 + 0x989680) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x989684) << 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" + * 0x2 + 0x0) << 2,asuint(UV));\n attributeBuffer.Store3((index * 0x8 + + 0x1E8480) << 2,asuint(position));\n attributeBuffer.Store3((index * + 0x8 + 0x1E8484) << 2,asuint(color));\n attributeBuffer.Store((index * + 0x8 + 0x1E8483) << 2,asuint(alpha));\n attributeBuffer.Store3((index + * 0x8 + 0x989680) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x8 + 0x989684) << 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 + 1\n#define VFX_USE_MASS_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 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 @@ -401,11 +402,11 @@ VisualEffectResource: * 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 + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8480) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8484) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x1E8483) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x989680) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x989684) << 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 @@ -427,21 +428,21 @@ VisualEffectResource: 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 + * 0x8 + 0x1E8480) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x1E8484) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x1E8483) << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x989680) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x989684) << 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 + * 0x8 + 0x1E8480) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x1E8484) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x8 + 0x1E8483) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x989680) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x989684) << 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 @@ -463,19 +464,19 @@ VisualEffectResource: 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 + * 0x8 + 0x1E8480) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index + * 0x8 + 0x1E8484) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x1E8483) << 2,asuint(alpha));\n\t\tattributeBuffer.Store3((index * 0x8 + + 0x989680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0x989684) << 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 + name: '[System 1]Octagon Output' + source: "Shader \"Hidden/VFX/System 1/Octagon Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" + \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest + LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define @@ -485,61 +486,56 @@ VisualEffectResource: 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 + 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define + USE_ALPHA_TEST 1\n\t\t#define VFX_PRIMITIVE_OCTAGON 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 + \ float Size_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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// + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t// + Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" + }\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 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 + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\t\t\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 + \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float + size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\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 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8480) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8484) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x1E8483) << 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 @@ -549,18 +545,18 @@ VisualEffectResource: 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 + * 0x8 + 0x1E8480) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x1E8484) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x8 + 0x1E8483) << 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 + 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\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tSetAttribute_3278B22F( + /*inout */size, Size_b);\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, @@ -568,7 +564,8 @@ VisualEffectResource: 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 + 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\tfloat + cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.293000013;\n\t\t\t\t}\n\t\t\t\t\n\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 @@ -591,7 +588,124 @@ VisualEffectResource: = 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 + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold + = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold + = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\tfloat4 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\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn + (float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"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 + 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\tvoid SetAttribute_3278B22F(inout float + size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID + : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index + = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = + (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8480) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1E8484) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x1E8483) << 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 + * 0x8 + 0x1E8480) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x1E8484) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x8 + 0x1E8483) << 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\tOrient_0( + /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tSetAttribute_3278B22F( + /*inout */size, Size_b);\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\tfloat + cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.293000013;\n\t\t\t\t}\n\t\t\t\t\n\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\tfloat alphaThreshold + = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold + = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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 @@ -613,27 +727,6 @@ VisualEffectResource: 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: @@ -648,13 +741,13 @@ 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16 - data[0]: -1 - data[1]: -1 + data[0]: 7 + data[1]: 8 data[2]: -1 data[3]: 1 - op: 72 - valueIndex: 17 - data[0]: 7 - data[1]: 2 + valueIndex: 15 + data[0]: 8 + data[1]: 1 data[2]: -1 data[3]: 0 - - op: 31 - valueIndex: 18 - data[0]: 11 - data[1]: 2 - data[2]: -1 - data[3]: 1 - op: 3 - valueIndex: 19 - data[0]: 10 - data[1]: 10 - data[2]: 10 + valueIndex: 16 + data[0]: 11 + data[1]: 11 + data[2]: 11 data[3]: -1 - - op: 1 - valueIndex: 22 + - op: 6 + valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: -1 - op: 1 - valueIndex: 23 + valueIndex: 20 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 9 - op: 1 - valueIndex: 24 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 25 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 26 + valueIndex: 21 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 12 - - op: 2 - valueIndex: 42 - data[0]: 15 - data[1]: 15 - data[2]: -1 - data[3]: -1 - op: 1 - valueIndex: 44 + valueIndex: 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m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 2 + - m_ExpressionIndex: 1 m_Value: 0 - m_ExpressionIndex: 7 - m_Value: 0 - - m_ExpressionIndex: 8 m_Value: 10 - - m_ExpressionIndex: 12 - m_Value: 768 - - m_ExpressionIndex: 13 + - m_ExpressionIndex: 8 + m_Value: 0 + - m_ExpressionIndex: 9 m_Value: 1024 + - m_ExpressionIndex: 10 + m_Value: 768 - m_ExpressionIndex: 17 m_Value: 1 - - m_ExpressionIndex: 19 - m_Value: 0.01 - - m_ExpressionIndex: 23 + - m_ExpressionIndex: 18 + m_Value: 0.5 + - m_ExpressionIndex: 20 + m_Value: 0.003 + - m_ExpressionIndex: 21 m_Value: 1.43 + - m_ExpressionIndex: 26 + m_Value: 0.293 m_Vector2f: m_Array: - - m_ExpressionIndex: 26 + - m_ExpressionIndex: 19 + m_Value: {x: 1000000, y: 1000000} + - m_ExpressionIndex: 24 m_Value: {x: 0, y: 0} m_Vector3f: m_Array: - - m_ExpressionIndex: 24 + - m_ExpressionIndex: 22 m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 25 + - m_ExpressionIndex: 23 m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: @@ -850,16 +937,16 @@ VisualEffectResource: m_Uint: m_Array: - m_ExpressionIndex: 0 - m_Value: 640 - - m_ExpressionIndex: 4 - m_Value: 64 + m_Value: 1000 - m_ExpressionIndex: 5 + m_Value: 64 + - m_ExpressionIndex: 6 m_Value: 192 m_Int: m_Array: [] m_Matrix4x4f: m_Array: - - m_ExpressionIndex: 21 + - m_ExpressionIndex: 16 m_Value: e00: 1 e01: -0 @@ -883,30 +970,30 @@ VisualEffectResource: m_Array: [] m_NamedObject: m_Array: - - m_ExpressionIndex: 1 + - m_ExpressionIndex: 2 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 6 + - m_ExpressionIndex: 4 m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 18 + - m_ExpressionIndex: 15 m_Value: {fileID: 11700000, guid: 08937e3134903c5488be506a2dac71e9, type: 2} - - m_ExpressionIndex: 27 + - m_ExpressionIndex: 25 m_Value: {fileID: 0} m_Bool: m_Array: [] m_ExposedExpressions: - nameId: Azure Color - index: 1 + index: 2 - nameId: Azure Depth - index: 6 - - nameId: Resolution - index: 0 + index: 4 + - nameId: Particle size + index: 20 - nameId: Spectrum Value 1 - index: 23 + index: 21 - nameId: VectorField - index: 7 + index: 8 m_Buffers: - type: 1 - size: 7372800 + size: 18000000 layout: - name: UV type: 2 @@ -917,37 +1004,37 @@ VisualEffectResource: - name: position type: 3 offset: - bucket: 819200 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 2457600 - structure: 4 + bucket: 2000000 + structure: 8 element: 0 - name: alpha type: 1 offset: - bucket: 2457600 - structure: 4 + bucket: 2000000 + structure: 8 element: 3 + - name: color + type: 3 + offset: + bucket: 2000000 + structure: 8 + element: 4 - name: targetPosition type: 3 offset: - bucket: 4096000 + bucket: 10000000 structure: 8 element: 0 - name: velocity type: 3 offset: - bucket: 4096000 + bucket: 10000000 structure: 8 element: 4 - capacity: 409600 + capacity: 1000000 stride: 4 - type: 1 - size: 7372800 + size: 18000000 layout: - name: UV type: 2 @@ -958,34 +1045,34 @@ VisualEffectResource: - name: position type: 3 offset: - bucket: 819200 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 2457600 - structure: 4 + bucket: 2000000 + structure: 8 element: 0 - name: alpha type: 1 offset: - bucket: 2457600 - structure: 4 + bucket: 2000000 + structure: 8 element: 3 + - name: color + type: 3 + offset: + bucket: 2000000 + structure: 8 + element: 4 - name: targetPosition type: 3 offset: - bucket: 4096000 + bucket: 10000000 structure: 8 element: 0 - name: velocity type: 3 offset: - bucket: 4096000 + bucket: 10000000 structure: 8 element: 4 - capacity: 409600 + capacity: 1000000 stride: 4 - type: 1 size: 1 @@ -998,21 +1085,6 @@ VisualEffectResource: element: 0 capacity: 1 stride: 4 - - type: 4 - size: 409600 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 409600 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 409600 - layout: [] - capacity: 0 - stride: 8 m_TemporaryBuffers: [] m_CPUBuffers: - capacity: 1 @@ -1070,15 +1142,15 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Count - index: 22 + index: 19 - nameId: Delay - index: 26 + index: 24 params: [] processor: {fileID: 0} shaderSourceIndex: -1 - type: 1 - flags: 2 - capacity: 409600 + flags: 0 + capacity: 1000000 layer: 4294967295 buffers: - nameId: attributeBuffer @@ -1087,17 +1159,11 @@ VisualEffectResource: index: 2 - nameId: spawner_input index: 1 - - nameId: indirectBuffer - index: 3 - - nameId: sortBufferA - index: 4 - - nameId: sortBufferB - index: 5 values: - nameId: bounds_center - index: 25 + index: 23 - nameId: bounds_size - index: 24 + index: 22 tasks: - type: 536870912 buffers: @@ -1106,71 +1172,50 @@ VisualEffectResource: - nameId: sourceAttributeBuffer index: 2 temporaryBuffers: [] - values: - - nameId: uniform_b - index: 0 + values: [] params: - nameId: bounds_center - index: 25 + index: 23 - nameId: bounds_size - index: 24 + index: 22 processor: 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a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx @@ -86,7 +86,7 @@ MonoBehaviour: x: -1581 y: -203 width: 3005 - height: 2763 + height: 2807 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -144,6 +144,7 @@ MonoBehaviour: - {fileID: 8926484042661618490} - {fileID: 8926484042661618504} - {fileID: 8926484042661618518} + - {fileID: 8926484042661618522} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -753,10 +754,11 @@ VisualEffectResource: 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\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 - \ float3 uniform_b;\n float uniform_c;\n float3 uniform_e;\n float - uniform_d;\n float3 uniform_f;\n float uniform_g;\n float3 uniform_j;\n - \ float uniform_h;\n float3 uniform_k;\n float uniform_i;\n float3 - uniform_l;\n float deltaTime_a;\n float3 uniform_m;\n float Intensity_b;\nCBUFFER_END\n\n\r\n#include + \ float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float3 + uniform_b;\n float uniform_c;\n float3 uniform_e;\n float uniform_d;\n + \ float3 uniform_f;\n float uniform_g;\n float3 uniform_j;\n float + uniform_h;\n float3 uniform_k;\n float uniform_i;\n float3 uniform_l;\n + \ float deltaTime_a;\n float3 uniform_m;\n float Intensity_b;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer @@ -786,33 +788,33 @@ VisualEffectResource: velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D40) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D44) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t - \ float tmp_z = RAND;\n\t\t\t float tmp_ba = tmp_z * uniform_d;\n\t\t\t - \ float tmp_bb = uniform_c + tmp_ba;\n\t\t\t float3 tmp_bc = float3(tmp_bb, - tmp_bb, tmp_bb);\n\t\t\t float3 tmp_bd = direction * tmp_bc;\n\t\t\t float3 - tmp_be = targetPosition * tmp_bc;\n\t\t\t float3 tmp_bf = tmp_be - tmp_bd;\n\t\t\t - \ float3 tmp_bg = uniform_e * tmp_bf;\n\t\t\t float3 tmp_bh = tmp_bd + - tmp_bg;\n\t\t\t float3 tmp_bi = uniform_b * tmp_bh;\n\t\t\t float tmp_bj - = tmp_bi[2];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl = - tmp_bj + tmp_bk;\n\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t float tmp_bn - = tmp_bl + tmp_bm;\n\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t - \ float3 tmp_bp = uniform_b * tmp_bo;\n\t\t\t float3 tmp_bq = tmp_bh - - tmp_bp;\n\t\t\t float3 tmp_br = tmp_bq * uniform_f;\n\t\t\t float3 tmp_bs - = tmp_bp + tmp_br;\n\t\t\t float tmp_bt = tmp_bq[1];\n\t\t\t float tmp_bu - = tmp_bt * uniform_g;\n\t\t\t float tmp_bv = tmp_bq[2];\n\t\t\t float - tmp_bw = tmp_bv * uniform_h;\n\t\t\t float tmp_bx = tmp_bu - tmp_bw;\n\t\t\t - \ float tmp_by = tmp_bv * uniform_i;\n\t\t\t float tmp_bz = tmp_bq[0];\n\t\t\t - \ float tmp_ca = tmp_bz * uniform_g;\n\t\t\t float tmp_cb = tmp_by - tmp_ca;\n\t\t\t - \ float tmp_cc = tmp_bz * uniform_h;\n\t\t\t float tmp_cd = tmp_bt * uniform_i;\n\t\t\t - \ float tmp_ce = tmp_cc - tmp_cd;\n\t\t\t float3 tmp_cf = float3(tmp_bx, - tmp_cb, tmp_ce);\n\t\t\t float3 tmp_cg = tmp_cf * uniform_j;\n\t\t\t float3 - tmp_ch = tmp_bs + tmp_cg;\n\t\t\t float3 tmp_ci = tmp_ch - position;\n\t\t\t - \ float3 tmp_cj = tmp_ci * uniform_k;\n\t\t\t float3 tmp_ck = tmp_cj * - uniform_l;\n\t\t\t float3 tmp_cm = float3(0, 0, 0) - tmp_ck;\n\t\t\t float3 - tmp_cn = uniform_m * tmp_cm;\n\t\t\t float3 tmp_co = tmp_ck + tmp_cn;\n\t\t\t - \ Force_0( /*inout */velocity, mass, tmp_co, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ Turbulence_0(position, /*inout */velocity, mass, float4x4(0.25,0,0,0,0,0.25,0,0,0,0,0.5,0,0,0,0,1), - float4x4(4,0,0,0,0,4,0,0,0,0,2,0,0,0,0,1), (float)0, Intensity_b, (uint)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ Drag_0( /*inout */velocity, mass, (float)100, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( + \ float tmp_bb = RAND;\n\t\t\t float tmp_bc = tmp_bb * uniform_d;\n\t\t\t + \ float tmp_bd = uniform_c + tmp_bc;\n\t\t\t float3 tmp_be = float3(tmp_bd, + tmp_bd, tmp_bd);\n\t\t\t float3 tmp_bf = direction * tmp_be;\n\t\t\t float3 + tmp_bg = targetPosition * tmp_be;\n\t\t\t float3 tmp_bh = tmp_bg - tmp_bf;\n\t\t\t + \ float3 tmp_bi = uniform_e * tmp_bh;\n\t\t\t float3 tmp_bj = tmp_bf + + tmp_bi;\n\t\t\t float3 tmp_bk = uniform_b * tmp_bj;\n\t\t\t float tmp_bl + = tmp_bk[2];\n\t\t\t float tmp_bm = tmp_bk[1];\n\t\t\t float tmp_bn = + tmp_bl + tmp_bm;\n\t\t\t float tmp_bo = tmp_bk[0];\n\t\t\t float tmp_bp + = tmp_bn + tmp_bo;\n\t\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t + \ float3 tmp_br = uniform_b * tmp_bq;\n\t\t\t float3 tmp_bs = tmp_bj - + tmp_br;\n\t\t\t float3 tmp_bt = tmp_bs * uniform_f;\n\t\t\t float3 tmp_bu + = tmp_br + tmp_bt;\n\t\t\t float tmp_bv = tmp_bs[1];\n\t\t\t float tmp_bw + = tmp_bv * uniform_g;\n\t\t\t float tmp_bx = tmp_bs[2];\n\t\t\t float + tmp_by = tmp_bx * uniform_h;\n\t\t\t float tmp_bz = tmp_bw - tmp_by;\n\t\t\t + \ float tmp_ca = tmp_bx * uniform_i;\n\t\t\t float tmp_cb = tmp_bs[0];\n\t\t\t + \ float tmp_cc = tmp_cb * uniform_g;\n\t\t\t float tmp_cd = tmp_ca - tmp_cc;\n\t\t\t + \ float tmp_ce = tmp_cb * uniform_h;\n\t\t\t float tmp_cf = tmp_bv * uniform_i;\n\t\t\t + \ float tmp_cg = tmp_ce - tmp_cf;\n\t\t\t float3 tmp_ch = float3(tmp_bz, + tmp_cd, tmp_cg);\n\t\t\t float3 tmp_ci = tmp_ch * uniform_j;\n\t\t\t float3 + tmp_cj = tmp_bu + tmp_ci;\n\t\t\t float3 tmp_ck = tmp_cj - position;\n\t\t\t + \ float3 tmp_cl = tmp_ck * uniform_k;\n\t\t\t float3 tmp_cm = tmp_cl * + uniform_l;\n\t\t\t float3 tmp_co = float3(0, 0, 0) - tmp_cm;\n\t\t\t float3 + tmp_cp = uniform_m * tmp_co;\n\t\t\t float3 tmp_cq = tmp_cm + tmp_cp;\n\t\t\t + \ Force_0( /*inout */velocity, mass, tmp_cq, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ Turbulence_0(position, /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b, + (float)0, Intensity_b, (uint)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Drag_0( + /*inout */velocity, mass, (float)100, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xB71B00) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0xC65D40) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index @@ -827,32 +829,32 @@ VisualEffectResource: << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D40) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D44) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition - = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_z = RAND;\n\t\t float - tmp_ba = tmp_z * uniform_d;\n\t\t float tmp_bb = uniform_c + tmp_ba;\n\t\t - \ float3 tmp_bc = float3(tmp_bb, tmp_bb, tmp_bb);\n\t\t float3 tmp_bd = - direction * tmp_bc;\n\t\t float3 tmp_be = targetPosition * tmp_bc;\n\t\t - \ float3 tmp_bf = tmp_be - tmp_bd;\n\t\t float3 tmp_bg = uniform_e * tmp_bf;\n\t\t - \ float3 tmp_bh = tmp_bd + tmp_bg;\n\t\t float3 tmp_bi = uniform_b * tmp_bh;\n\t\t - \ float tmp_bj = tmp_bi[2];\n\t\t float tmp_bk = tmp_bi[1];\n\t\t float - tmp_bl = tmp_bj + tmp_bk;\n\t\t float tmp_bm = tmp_bi[0];\n\t\t float - tmp_bn = tmp_bl + tmp_bm;\n\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t - \ float3 tmp_bp = uniform_b * tmp_bo;\n\t\t float3 tmp_bq = tmp_bh - tmp_bp;\n\t\t - \ float3 tmp_br = tmp_bq * uniform_f;\n\t\t float3 tmp_bs = tmp_bp + tmp_br;\n\t\t - \ float tmp_bt = tmp_bq[1];\n\t\t float tmp_bu = tmp_bt * uniform_g;\n\t\t - \ float tmp_bv = tmp_bq[2];\n\t\t float tmp_bw = tmp_bv * uniform_h;\n\t\t - \ float tmp_bx = tmp_bu - tmp_bw;\n\t\t float tmp_by = tmp_bv * uniform_i;\n\t\t - \ float tmp_bz = tmp_bq[0];\n\t\t float tmp_ca = tmp_bz * uniform_g;\n\t\t - \ float tmp_cb = tmp_by - tmp_ca;\n\t\t float tmp_cc = tmp_bz * uniform_h;\n\t\t - \ float tmp_cd = tmp_bt * uniform_i;\n\t\t float tmp_ce = tmp_cc - tmp_cd;\n\t\t - \ float3 tmp_cf = float3(tmp_bx, tmp_cb, tmp_ce);\n\t\t float3 tmp_cg = - tmp_cf * uniform_j;\n\t\t float3 tmp_ch = tmp_bs + tmp_cg;\n\t\t float3 - tmp_ci = tmp_ch - position;\n\t\t float3 tmp_cj = tmp_ci * uniform_k;\n\t\t - \ float3 tmp_ck = tmp_cj * uniform_l;\n\t\t float3 tmp_cm = float3(0, 0, - 0) - tmp_ck;\n\t\t float3 tmp_cn = uniform_m * tmp_cm;\n\t\t float3 tmp_co - = tmp_ck + tmp_cn;\n\t\t Force_0( /*inout */velocity, mass, tmp_co, deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_0(position, /*inout */velocity, mass, float4x4(0.25,0,0,0,0,0.25,0,0,0,0,0.5,0,0,0,0,1), - float4x4(4,0,0,0,0,4,0,0,0,0,2,0,0,0,0,1), (float)0, Intensity_b, (uint)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Drag_0( /*inout */velocity, mass, (float)100, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_bb = RAND;\n\t\t float + tmp_bc = tmp_bb * uniform_d;\n\t\t float tmp_bd = uniform_c + tmp_bc;\n\t\t + \ float3 tmp_be = float3(tmp_bd, tmp_bd, tmp_bd);\n\t\t float3 tmp_bf = + direction * tmp_be;\n\t\t float3 tmp_bg = targetPosition * tmp_be;\n\t\t + \ float3 tmp_bh = tmp_bg - tmp_bf;\n\t\t float3 tmp_bi = uniform_e * tmp_bh;\n\t\t + \ float3 tmp_bj = tmp_bf + tmp_bi;\n\t\t float3 tmp_bk = uniform_b * tmp_bj;\n\t\t + \ float tmp_bl = tmp_bk[2];\n\t\t float tmp_bm = tmp_bk[1];\n\t\t float + tmp_bn = tmp_bl + tmp_bm;\n\t\t float tmp_bo = tmp_bk[0];\n\t\t float + tmp_bp = tmp_bn + tmp_bo;\n\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t + \ float3 tmp_br = uniform_b * tmp_bq;\n\t\t float3 tmp_bs = tmp_bj - tmp_br;\n\t\t + \ float3 tmp_bt = tmp_bs * uniform_f;\n\t\t float3 tmp_bu = tmp_br + tmp_bt;\n\t\t + \ float tmp_bv = tmp_bs[1];\n\t\t float tmp_bw = tmp_bv * uniform_g;\n\t\t + \ float tmp_bx = tmp_bs[2];\n\t\t float tmp_by = tmp_bx * uniform_h;\n\t\t + \ float tmp_bz = tmp_bw - tmp_by;\n\t\t float tmp_ca = tmp_bx * uniform_i;\n\t\t + \ float tmp_cb = tmp_bs[0];\n\t\t float tmp_cc = tmp_cb * uniform_g;\n\t\t + \ float tmp_cd = tmp_ca - tmp_cc;\n\t\t float tmp_ce = tmp_cb * uniform_h;\n\t\t + \ float tmp_cf = tmp_bv * uniform_i;\n\t\t float tmp_cg = tmp_ce - tmp_cf;\n\t\t + \ float3 tmp_ch = float3(tmp_bz, tmp_cd, tmp_cg);\n\t\t float3 tmp_ci = + tmp_ch * uniform_j;\n\t\t float3 tmp_cj = tmp_bu + tmp_ci;\n\t\t float3 + tmp_ck = tmp_cj - position;\n\t\t float3 tmp_cl = tmp_ck * uniform_k;\n\t\t + \ float3 tmp_cm = tmp_cl * uniform_l;\n\t\t float3 tmp_co = float3(0, 0, + 0) - tmp_cm;\n\t\t float3 tmp_cp = uniform_m * tmp_co;\n\t\t float3 tmp_cq + = tmp_cm + tmp_cp;\n\t\t Force_0( /*inout */velocity, mass, tmp_cq, deltaTime_a);\n\t\t}\n\t\t{\n\t\t + \ Turbulence_0(position, /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b, + (float)0, Intensity_b, (uint)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Drag_0( + /*inout */velocity, mass, (float)100, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1 + 0xB71B00) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xC65D40) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 @@ -862,16 +864,16 @@ VisualEffectResource: - compute: 0 name: '[System 1]Point Output' source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags - { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" + { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_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 VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST - 1\n\t\t#define USE_CAST_SHADOWS_PASS 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 + 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_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 VFX_USE_ALPHA_CURRENT + 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT + 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t\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 \ float Color_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 @@ -895,25 +897,30 @@ VisualEffectResource: SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t \ float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t \ float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t - \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout + float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\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 + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (bool)true;\n\t\t\t\t\t\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\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\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 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (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 + alpha = (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 \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity, - Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif + Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( + /*inout */size, (float)147.580002);\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\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\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 @@ -922,9 +929,7 @@ VisualEffectResource: = 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\tfloat alphaThreshold - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold - = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + 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 @@ -955,25 +960,30 @@ VisualEffectResource: SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t \ float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t \ float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t - \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout + float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\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 + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (bool)true;\n\t\t\t\t\t\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\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\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 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (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 + alpha = (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 \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity, - Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif + Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( + /*inout */size, (float)147.580002);\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\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\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 @@ -982,9 +992,7 @@ VisualEffectResource: = 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\tfloat alphaThreshold - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold - = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + 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 @@ -1016,25 +1024,30 @@ VisualEffectResource: SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t \ float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t \ float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t - \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + \ color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout + float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off + channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\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 + VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat + size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool + alive = (bool)true;\n\t\t\t\t\t\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\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\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 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D40) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xC65D44) << 2));\n\t\t\t\t\t\tfloat alpha = (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 + alpha = (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 \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity, - Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif + Color_a, float2(0, 0.0675675645));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( + /*inout */size, (float)147.580002);\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\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\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 @@ -1043,9 +1056,7 @@ VisualEffectResource: = 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\tfloat alphaThreshold - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold - = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + 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\t\tfloat3 @@ -1278,35 +1289,35 @@ VisualEffectResource: valueIndex: 46 data[0]: 32 data[1]: -1 - data[2]: 2 - data[3]: 3 - - op: 5 - valueIndex: 47 - data[0]: 32 - data[1]: -1 data[2]: 1 data[3]: 3 + - op: 26 + valueIndex: 47 + data[0]: 35 + data[1]: 33 + data[2]: -1 + data[3]: 1 - op: 5 valueIndex: 48 data[0]: 32 data[1]: -1 data[2]: 0 data[3]: 3 - - op: 26 + - op: 5 valueIndex: 49 - data[0]: 35 - data[1]: 33 - data[2]: -1 - data[3]: 1 + data[0]: 32 + data[1]: -1 + data[2]: 2 + data[3]: 3 - op: 13 valueIndex: 50 - data[0]: 39 + data[0]: 37 data[1]: -1 data[2]: -1 data[3]: 1 - op: 12 valueIndex: 51 - data[0]: 39 + data[0]: 37 data[1]: -1 data[2]: -1 data[3]: 1 @@ -1328,10 +1339,10 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 26 + - op: 1 valueIndex: 59 - data[0]: 6 - data[1]: 44 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 @@ -1340,22 +1351,22 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 26 valueIndex: 61 - data[0]: -1 - data[1]: -1 + data[0]: 6 + data[1]: 44 data[2]: -1 data[3]: 1 - op: 3 valueIndex: 62 - data[0]: 47 - data[1]: 47 - data[2]: 47 + data[0]: 45 + data[1]: 45 + data[2]: 45 data[3]: -1 - op: 28 valueIndex: 65 data[0]: 46 - data[1]: 45 + data[1]: 47 data[2]: -1 data[3]: 1 - op: 3 @@ -1370,48 +1381,36 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 26 - valueIndex: 70 - data[0]: 0 - data[1]: 51 - data[2]: -1 - data[3]: 1 - op: 1 - valueIndex: 71 + valueIndex: 70 data[0]: -1 data[1]: -1 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m_ExpressionIndex: 69 - m_Value: - e00: 0.25 - e01: -0 - e02: 0 - e03: -0 - e10: -0 - e11: 0.25 - e12: -0 - e13: -0 - e20: 0 - e21: -0 - e22: 0.5 - e23: -0 - e30: 0 - e31: 0 - e32: 0 - e33: 1 + m_Array: [] m_AnimationCurve: m_Array: [] m_Gradient: m_Array: - - m_ExpressionIndex: 56 + - m_ExpressionIndex: 57 m_Value: serializedVersion: 2 key0: {r: 0, g: 0, b: 0, a: 1} @@ -1716,7 +1713,7 @@ VisualEffectResource: m_Mode: 0 m_NumColorKeys: 2 m_NumAlphaKeys: 2 - - m_ExpressionIndex: 59 + - m_ExpressionIndex: 63 m_Value: serializedVersion: 2 key0: {r: 0, g: 0, b: 0, a: 1} @@ -1748,25 +1745,25 @@ VisualEffectResource: m_NumAlphaKeys: 2 m_NamedObject: m_Array: - - m_ExpressionIndex: 74 + - m_ExpressionIndex: 77 m_Value: {fileID: 6918954641851045129, guid: b6399d5ac148d7444837f72216ac4d06, type: 3} - - m_ExpressionIndex: 76 + - m_ExpressionIndex: 79 m_Value: {fileID: 6918954641851045129, guid: df6b8d6e0e9bb86498be50d3e637e511, type: 3} m_Bool: m_Array: - - m_ExpressionIndex: 57 + - 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@@ VisualEffectResource: temporaryBuffers: [] values: - nameId: valueScale_a - index: 75 + index: 78 - nameId: valueScale_b - index: 73 - - nameId: attributeMap_a index: 76 + - nameId: attributeMap_a + index: 79 - nameId: attributeMap_b - index: 74 + index: 77 params: - nameId: bounds_center - index: 81 + index: 84 - nameId: bounds_size - index: 80 + index: 83 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -2007,9 +2004,9 @@ VisualEffectResource: - nameId: uniform_f index: 42 - nameId: uniform_g - index: 36 + index: 39 - nameId: uniform_h - index: 37 + index: 36 - nameId: uniform_i index: 38 - nameId: uniform_j @@ -2019,11 +2016,15 @@ VisualEffectResource: - nameId: uniform_l index: 50 - nameId: uniform_m - index: 61 + index: 56 - nameId: deltaTime_a + index: 86 + - nameId: InvFieldTransform_b index: 70 - - nameId: Intensity_b + - nameId: FieldTransform_b index: 67 + - nameId: Intensity_b + index: 71 params: [] processor: {fileID: 0} shaderSourceIndex: 1 @@ -2034,7 +2035,7 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Color_a - index: 65 + index: 68 params: - nameId: sortPriority index: 0 @@ -8369,7 +8370,7 @@ MonoBehaviour: - {fileID: 8926484042661618016} - {fileID: 8926484042661618017} m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 + m_UICollapsed: 0 m_UISuperCollapsed: 0 m_MasterSlot: {fileID: 8926484042661618013} m_MasterData: @@ -8458,7 +8459,8 @@ MonoBehaviour: PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 - m_LinkedSlots: [] + m_LinkedSlots: + - {fileID: 8926484042661618523} --- !u!114 &8926484042661618017 MonoBehaviour: m_ObjectHideFlags: 0 @@ -11500,11 +11502,11 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: - {fileID: 8926484042661618419} + - {fileID: 8926484042661618520} m_UIPosition: {x: 1048, y: 2201} m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_InputSlots: - - {fileID: 8926484042661618452} + m_InputSlots: [] m_OutputSlots: [] m_Label: m_Data: {fileID: 114428730288789306} @@ 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m_UISuperCollapsed: 0 + m_InputSlots: + - {fileID: 8926484042661618521} + m_OutputSlots: [] + m_Disabled: 0 + attribute: size + Composition: 0 + Source: 0 + Random: 0 + channels: 6 +--- !u!114 &8926484042661618521 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661618521} + m_MasterData: + m_Owner: {fileID: 8926484042661618520} + m_Value: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 147.58 + m_Space: 2147483647 + m_Property: + name: Size + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661618522 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7d33fb94df928ef4c986f97607706b82, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 114350483966674976} + m_Children: [] + m_UIPosition: {x: 862, y: 1607} + m_UICollapsed: 0 + m_UISuperCollapsed: 0 + m_InputSlots: [] + m_OutputSlots: + - {fileID: 8926484042661618523} + m_expressionOp: 7 +--- !u!114 &8926484042661618523 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661618523} + m_MasterData: + m_Owner: {fileID: 8926484042661618522} + m_Value: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: TotalTime + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 1 + m_LinkedSlots: + - {fileID: 8926484042661618016} diff --git a/UnityProject/Assets/Settings/AzureSettings.asset b/UnityProject/Assets/Settings/AzureSettings.asset index 2829ba5..d5829f5 100644 --- a/UnityProject/Assets/Settings/AzureSettings.asset +++ b/UnityProject/Assets/Settings/AzureSettings.asset @@ -23,5 +23,5 @@ MonoBehaviour: _gain: 0.5 _enableBlc: 0 _powerIs60Hz: 1 - _maxDepth: 2.21 + _maxDepth: 1.69 _depthMode: 1