From cdc0a7139d5ded56eb037a1fbb1982685b351cd8 Mon Sep 17 00:00:00 2001 From: strangerattractor <52496070+strangerattractor@users.noreply.github.com> Date: Wed, 27 Nov 2019 18:55:11 +0100 Subject: [PATCH] Extended Force Demo --- UnityProject/Assembly-CSharp-Editor.csproj | 454 ++-- UnityProject/Assembly-CSharp.csproj | 429 ++-- .../VisualEffectGraph/Collider Material.mat | 242 ++ .../Collider Material.mat.meta} | 6 +- .../VisualEffectGraph/Floor Material.mat | 242 ++ ...nimations.meta => Floor Material.mat.meta} | 6 +- .../Force Position Texture.vfx | 2034 +++++++++++------ .../VisualEffectGraph/Force Sphere Anim.anim | 53 + .../Force Sphere Anim.anim.meta} | 6 +- .../VisualEffectGraph/Neadle Texture.vfx | 8 +- .../VisualEffectGraph/Position Texture.vfx | 10 +- .../VisualEffectGraph/VFX Graph Plane.unity | 1168 ++++++---- .../VFX Graph Plane/ReflectionProbe-0.exr | Bin 0 -> 8331 bytes .../ReflectionProbe-0.exr.meta | 91 + .../Construction_Site_Column/Materials.meta | 8 - UnityProject/UnityProject.sln | 2 +- 16 files changed, 3078 insertions(+), 1681 deletions(-) create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Collider Material.mat rename UnityProject/Assets/{Plugins/Editor.meta => Scenes/Examples/VisualEffectGraph/Collider Material.mat.meta} (52%) create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Floor Material.mat rename UnityProject/Assets/Scenes/Examples/VisualEffectGraph/{Animations.meta => Floor Material.mat.meta} (52%) create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Force Sphere Anim.anim rename UnityProject/Assets/{Scripts/UnitTest.meta => Scenes/Examples/VisualEffectGraph/Force Sphere Anim.anim.meta} (52%) create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/ReflectionProbe-0.exr create mode 100644 UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/ReflectionProbe-0.exr.meta delete mode 100644 UnityProject/Assets/ThridParty/Assets/Construction_Site_Column/Materials.meta diff --git a/UnityProject/Assembly-CSharp-Editor.csproj b/UnityProject/Assembly-CSharp-Editor.csproj index 584069e..6efdab3 100644 --- a/UnityProject/Assembly-CSharp-Editor.csproj +++ b/UnityProject/Assembly-CSharp-Editor.csproj @@ -2,8 +2,6 @@ latest - D:\Unity Installs\2019.2.8f1\Editor\2019.2.8f1\Editor\Data\Tools\RoslynScripts - unity_csc.bat Debug @@ -53,12 +51,15 @@ StandaloneWindows64:19 2019.2.8f1 + + + - D:\Unity Installs\2019.2.8f1\Editor\2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll + C:\Program Files\Unity\Hub\Editor\2019.2.8f1\Editor\Data\Managed/UnityEngine/UnityEngine.dll - D:\Unity Installs\2019.2.8f1\Editor\2019.2.8f1\Editor\Data\Managed/UnityEditor.dll + C:\Program Files\Unity\Hub\Editor\2019.2.8f1\Editor\Data\Managed/UnityEditor.dll @@ -77,670 +78,667 @@ - D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.TestRunner.dll + C:/Users/maximilian.schweder/Unity Projects/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEditor.TestRunner.dll - D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.TestRunner.dll + C:/Users/maximilian.schweder/Unity Projects/Soundvision/UnityProject/Library/ScriptAssemblies/UnityEngine.TestRunner.dll - D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.Editor.dll + C:/Users/maximilian.schweder/Unity Projects/Soundvision/UnityProject/Library/ScriptAssemblies/Unity.Timeline.Editor.dll - 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height: 2438 + height: 2437 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -170,8 +170,7 @@ MonoBehaviour: - {fileID: 8926484042661619892} - {fileID: 8926484042661619896} - {fileID: 8926484042661619905} - - {fileID: 8926484042661620015} - - {fileID: 8926484042661620017} + - {fileID: 8926484042661620023} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -199,7 +198,7 @@ MonoBehaviour: m_Type: m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"51866e0f77a17e5449fb444215f5c04b","type":3}}' + m_SerializableObject: '{"obj":{"fileID":10300,"guid":"0000000000000000f000000000000000","type":0}}' min: -Infinity max: Infinity descendantCount: 0 @@ -322,6 +321,19 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + - name: Collider Position + path: Collider Position + tooltip: + sheetType: m_Vector3f + realType: Vector3 + defaultValue: + m_Type: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' + min: -Infinity + max: Infinity + descendantCount: 0 m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] @@ -339,9 +351,14 @@ VisualEffectResource: name: '[System 1]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float4x4 uniform_b;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + \ float4x4 uniform_b;\n float3 uniform_c;\n float uniform_d;\n float3 + uniform_h;\n float uniform_e;\n float3 uniform_i;\n float uniform_f;\n + \ float3 uniform_j;\n float uniform_g;\n float3 uniform_k;\n uint + PADDING_0;\n float3 uniform_l;\n uint PADDING_1;\n float3 uniform_m;\n + \ uint PADDING_2;\n float3 uniform_n;\n uint PADDING_3;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle @@ -374,73 +391,94 @@ VisualEffectResource: \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n */\n \n\r\n#endif\r\n float3 position = float3(0, 0, 0);\n uint particleId = (uint)0;\n float3 - velocity = float3(0, 0, 0);\n float age = (float)0;\n float3 color - = float3(1, 1, 1);\n float alpha = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n - \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n - \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n - \ {\n uint tmp_z = particleId / (uint)65536;\n uint - tmp_ba = tmp_z * (uint)65536;\n uint tmp_bb = particleId - tmp_ba;\n - \ uint tmp_bd = tmp_bb / (uint)256;\n float tmp_be = (float)tmp_bd;\n - \ uint tmp_bf = tmp_bd * (uint)256;\n uint tmp_bg = tmp_bb - - tmp_bf;\n float tmp_bh = (float)tmp_bg;\n uint tmp_bi - = tmp_bb - tmp_bb;\n float tmp_bj = (float)tmp_bi;\n float3 - tmp_bk = float3(tmp_be, tmp_bh, tmp_bj);\n float3 tmp_bm = tmp_bk - / float3(255, 255, 1);\n float3 tmp_bo = tmp_bm * float3(2, 2, 2);\n - \ float3 tmp_bq = tmp_bo - float3(1, 1, 1);\n float tmp_br - = tmp_bq[0];\n float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n - \ float3 tmp_bu = tmp_bs * float3(1, 0, 0);\n float3 tmp_bv - = float3(-4, 0, 0) + tmp_bu;\n float tmp_bw = tmp_bq[1];\n float3 - tmp_bx = float3(tmp_bw, tmp_bw, tmp_bw);\n float3 tmp_bz = tmp_bx - * float3(0, 1, 0);\n float3 tmp_ca = tmp_bv + tmp_bz;\n float3 - tmp_cb = mul(uniform_b, float4(tmp_ca, 1.0)).xyz;\n SetAttribute_CAC29747( - /*inout */position, tmp_cb);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + velocity = float3(0, 0, 0);\n float age = (float)0;\n uint seed + = (uint)0;\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n + \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if + VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n + \ \r\n {\n uint tmp_bk = particleId / asuint(uniform_d);\n + \ uint tmp_bl = tmp_bk * asuint(uniform_d);\n uint tmp_bm + = particleId - tmp_bl;\n uint tmp_bn = tmp_bm / asuint(uniform_e);\n + \ float tmp_bo = (float)tmp_bn;\n uint tmp_bp = tmp_bm + / asuint(uniform_f);\n uint tmp_bq = tmp_bp / asuint(uniform_g);\n + \ uint tmp_br = tmp_bq * asuint(uniform_g);\n uint tmp_bs + = tmp_bp - tmp_br;\n float tmp_bt = (float)tmp_bs;\n uint + tmp_bu = tmp_bp * asuint(uniform_f);\n uint tmp_bv = tmp_bm - tmp_bu;\n + \ float tmp_bw = (float)tmp_bv;\n float3 tmp_bx = float3(tmp_bo, + tmp_bt, tmp_bw);\n float3 tmp_by = tmp_bx / uniform_h;\n float3 + tmp_ca = tmp_by * float3(2, 2, 2);\n float3 tmp_cc = tmp_ca - float3(1, + 1, 1);\n float tmp_cd = tmp_cc[0];\n float3 tmp_ce = float3(tmp_cd, + tmp_cd, tmp_cd);\n float3 tmp_cf = tmp_ce * uniform_i;\n float3 + tmp_cg = tmp_cf * uniform_j;\n float3 tmp_ch = uniform_c + tmp_cg;\n + \ float tmp_ci = tmp_cc[1];\n float3 tmp_cj = float3(tmp_ci, + tmp_ci, tmp_ci);\n float3 tmp_ck = tmp_cj * uniform_k;\n float3 + tmp_cl = tmp_ck * uniform_l;\n float3 tmp_cm = tmp_ch + tmp_cl;\n + \ float tmp_cn = tmp_cc[2];\n float3 tmp_co = float3(tmp_cn, + tmp_cn, tmp_cn);\n float3 tmp_cp = tmp_co * uniform_m;\n float3 + tmp_cq = tmp_cp * uniform_n;\n float3 tmp_cr = tmp_cm + tmp_cq;\n + \ float3 tmp_cs = mul(uniform_b, float4(tmp_cr, 1.0)).xyz;\n SetAttribute_CAC29747( + /*inout */position, tmp_cs);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * 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 + * 0x8 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x8 + 0x147944) << 2,asuint(seed));\n attributeBuffer.Store3((index + * 0x4 + 0x353B40) << 2,asuint(color));\n attributeBuffer.Store((index + * 0x1 + 0x459C40) << 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.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" + * 0x8 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x8 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x8 + 0x147944) << 2,asuint(seed));\n attributeBuffer.Store3((index * + 0x4 + 0x353B40) << 2,asuint(color));\n attributeBuffer.Store((index * + 0x1 + 0x459C40) << 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_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 + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT + 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_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 Sphere_radius_a;\n float3 uniform_i;\n + \ float Elasticity_a;\n float3 uniform_n;\n float Friction_a;\n float3 + uniform_o;\n float LifetimeLoss_a;\n float3 uniform_p;\n float Roughness_a;\n + \ float3 uniform_q;\n float deltaTime_a;\n float3 uniform_r;\n float + uniform_j;\n float3 uniform_s;\n float uniform_k;\n float3 uniform_t;\n + \ float uniform_l;\n float3 uniform_bf;\n float uniform_m;\n float2 + uniform_u;\n float2 uniform_v;\n float2 uniform_w;\n float2 uniform_x;\n + \ float2 uniform_y;\n float2 uniform_z;\n float2 uniform_ba;\n float2 + SpeedRange_d;\n float uniform_bb;\n float uniform_bc;\n float uniform_bd;\n + \ float uniform_be;\n float Drag_b;\n float Color_c;\n float Color_d;\n + \ uint 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 indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint - dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n - \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid Force_1(inout - float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative - */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid CollisionSphere_1(inout + float3 position, inout float3 velocity, inout float age, float lifetime, inout + uint seed, float3 Sphere_center, float Sphere_radius, float Elasticity, float + Friction, float LifetimeLoss, float Roughness, float deltaTime, float colliderSign, + float radius) /*mode:Solid radiusMode:None roughSurface:True */\n{\n \n float3 + nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n + \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * + totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 + n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) + * colliderSign;\n \n float3 randomNormal = normalize(RAND3 * 2.0f + - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal + : randomNormal; // random normal on hemisphere, relative to the normal\n + \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float + projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity + * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if + (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) + * n;\n velocity -= Friction * tangentVelocity;\n \n age += + (LifetimeLoss * lifetime);\n \n }\n}\nvoid Force_1(inout float3 velocity, + float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n + \ velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n @@ -459,131 +497,148 @@ VisualEffectResource: (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\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 + 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, 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_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 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 + 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] + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x147940) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x8 + 0x147943) << 2));\n\t\t\tfloat + lifetime = (float)1;\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 + + 0x147944) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x353B40) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x1 + 0x459C40) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t CollisionSphere_1( /*inout + */position, /*inout */velocity, /*inout */age, lifetime, /*inout */seed, + Sphere_center_a, Sphere_radius_a, Elasticity_a, Friction_a, LifetimeLoss_a, + Roughness_a, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t uint + tmp_ch = particleId / asuint(uniform_j);\n\t\t\t uint tmp_ci = tmp_ch * asuint(uniform_j);\n\t\t\t + \ uint tmp_cj = particleId - tmp_ci;\n\t\t\t uint tmp_ck = tmp_cj / asuint(uniform_k);\n\t\t\t + \ float tmp_cl = (float)tmp_ck;\n\t\t\t uint tmp_cm = tmp_cj / asuint(uniform_l);\n\t\t\t + \ uint tmp_cn = tmp_cm / asuint(uniform_m);\n\t\t\t uint tmp_co = tmp_cn + * asuint(uniform_m);\n\t\t\t uint tmp_cp = tmp_cm - tmp_co;\n\t\t\t float + tmp_cq = (float)tmp_cp;\n\t\t\t uint tmp_cr = tmp_cm * asuint(uniform_l);\n\t\t\t + \ uint tmp_cs = tmp_cj - tmp_cr;\n\t\t\t float tmp_ct = (float)tmp_cs;\n\t\t\t + \ float3 tmp_cu = float3(tmp_cl, tmp_cq, tmp_ct);\n\t\t\t float3 tmp_cv + = tmp_cu / uniform_n;\n\t\t\t float3 tmp_cx = tmp_cv * float3(2, 2, 2);\n\t\t\t + \ float3 tmp_cz = tmp_cx - float3(1, 1, 1);\n\t\t\t float tmp_da = tmp_cz[0];\n\t\t\t + \ float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t\t float3 tmp_dc + = tmp_db * uniform_o;\n\t\t\t float3 tmp_dd = tmp_dc * uniform_p;\n\t\t\t + \ float3 tmp_de = uniform_i + tmp_dd;\n\t\t\t float tmp_df = tmp_cz[1];\n\t\t\t + \ float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t float3 tmp_dh + = tmp_dg * uniform_q;\n\t\t\t float3 tmp_di = tmp_dh * uniform_r;\n\t\t\t + \ float3 tmp_dj = tmp_de + tmp_di;\n\t\t\t float tmp_dk = tmp_cz[2];\n\t\t\t + \ float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t float3 tmp_dm + = tmp_dl * uniform_s;\n\t\t\t float3 tmp_dn = tmp_dm * uniform_t;\n\t\t\t + \ float3 tmp_do = tmp_dj + tmp_dn;\n\t\t\t float tmp_dp = tmp_do[0];\n\t\t\t + \ float tmp_dq = position[0];\n\t\t\t float tmp_dr = tmp_dp - tmp_dq;\n\t\t\t + \ float tmp_ds = tmp_do[1];\n\t\t\t float tmp_dt = position[1];\n\t\t\t + \ float tmp_du = tmp_ds - tmp_dt;\n\t\t\t float2 tmp_dx = float2(tmp_dq, + tmp_dt);\n\t\t\t float2 tmp_dy = tmp_dx / uniform_v;\n\t\t\t float2 tmp_dz + = tmp_dy - uniform_w;\n\t\t\t float2 tmp_ea = tmp_dz - uniform_x;\n\t\t\t + \ float2 tmp_eb = tmp_ea / uniform_y;\n\t\t\t float2 tmp_ec = tmp_eb * + uniform_z;\n\t\t\t float2 tmp_ed = uniform_u + tmp_ec;\n\t\t\t float2 + tmp_ee = tmp_ed * uniform_ba;\n\t\t\t float4 tmp_ef = SampleTexture(VFX_SAMPLER(texture_b),tmp_ee,uniform_bb);\n\t\t\t + \ float tmp_eg = tmp_ef[0];\n\t\t\t float tmp_eh = tmp_eg * uniform_bc;\n\t\t\t + \ float tmp_ei = (float)1 - tmp_eh;\n\t\t\t float tmp_ej = tmp_eh - uniform_bd;\n\t\t\t + \ float tmp_ek = ceil(tmp_ej);\n\t\t\t float tmp_el = saturate(tmp_ek);\n\t\t\t + \ float tmp_em = tmp_ei * tmp_el;\n\t\t\t float tmp_en = tmp_ei - uniform_be;\n\t\t\t + \ float tmp_eo = ceil(tmp_en);\n\t\t\t float tmp_ep = saturate(tmp_eo);\n\t\t\t + \ float tmp_eq = tmp_em * tmp_ep;\n\t\t\t float tmp_er = (float)-1 * tmp_eq;\n\t\t\t + \ float tmp_es = position[2];\n\t\t\t float tmp_et = tmp_er - tmp_es;\n\t\t\t + \ float3 tmp_eu = float3(tmp_dr, tmp_du, tmp_et);\n\t\t\t float3 tmp_ev + = tmp_eu * uniform_bf;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_ev, + Drag_b, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_ci = position[0];\n\t\t\t + \ float tmp_cj = position[1];\n\t\t\t float2 tmp_ck = float2(tmp_ci, tmp_cj);\n\t\t\t + \ float2 tmp_cl = tmp_ck / uniform_v;\n\t\t\t float2 tmp_cm = tmp_cl - + uniform_w;\n\t\t\t float2 tmp_cn = tmp_cm - uniform_x;\n\t\t\t float2 + tmp_co = tmp_cn / uniform_y;\n\t\t\t float2 tmp_cp = tmp_co * uniform_z;\n\t\t\t + \ float2 tmp_cq = uniform_u + tmp_cp;\n\t\t\t float2 tmp_cr = tmp_cq * + uniform_ba;\n\t\t\t float4 tmp_cs = SampleTexture(VFX_SAMPLER(texture_b),tmp_cr,uniform_bb);\n\t\t\t + \ float tmp_ct = tmp_cs[0];\n\t\t\t float tmp_cu = tmp_ct * uniform_bc;\n\t\t\t + \ float tmp_cv = (float)1 - tmp_cu;\n\t\t\t float tmp_cw = tmp_cu - uniform_bd;\n\t\t\t + \ float tmp_cx = ceil(tmp_cw);\n\t\t\t float tmp_cy = saturate(tmp_cx);\n\t\t\t + \ float tmp_cz = tmp_cv * tmp_cy;\n\t\t\t float tmp_da = tmp_cv - uniform_be;\n\t\t\t + \ float tmp_db = ceil(tmp_da);\n\t\t\t float tmp_dc = saturate(tmp_db);\n\t\t\t + \ float tmp_dd = tmp_cz * tmp_dc;\n\t\t\t AttributeFromCurve_39BD5D15( + /*inout */color, /*inout */alpha, Color_c, tmp_dd);\n\t\t\t}\n\t\t\tAttributeFromCurve_30403583( + /*inout */color, velocity, Color_d, SpeedRange_d);\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 * 0x8 + 0x147940) + << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x147943) + << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x147944) << + 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x353B40) << + 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x459C40) << + 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\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_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 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 - + 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" + * 0x8 + 0x147940) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x8 + 0x147943) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tuint seed = (attributeBuffer.Load((index + * 0x8 + 0x147944) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x353B40) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x1 + 0x459C40) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t CollisionSphere_1( /*inout */position, + \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, Sphere_center_a, + Sphere_radius_a, Elasticity_a, Friction_a, LifetimeLoss_a, Roughness_a, deltaTime_a, + (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t uint tmp_ch = particleId / asuint(uniform_j);\n\t\t + \ uint tmp_ci = tmp_ch * asuint(uniform_j);\n\t\t uint tmp_cj = particleId + - tmp_ci;\n\t\t uint tmp_ck = tmp_cj / asuint(uniform_k);\n\t\t float + tmp_cl = (float)tmp_ck;\n\t\t uint tmp_cm = tmp_cj / asuint(uniform_l);\n\t\t + \ uint tmp_cn = tmp_cm / asuint(uniform_m);\n\t\t uint tmp_co = tmp_cn + * asuint(uniform_m);\n\t\t uint tmp_cp = tmp_cm - tmp_co;\n\t\t float + tmp_cq = (float)tmp_cp;\n\t\t uint tmp_cr = tmp_cm * asuint(uniform_l);\n\t\t + \ uint tmp_cs = tmp_cj - tmp_cr;\n\t\t float tmp_ct = (float)tmp_cs;\n\t\t + \ float3 tmp_cu = float3(tmp_cl, tmp_cq, tmp_ct);\n\t\t float3 tmp_cv = + tmp_cu / uniform_n;\n\t\t float3 tmp_cx = tmp_cv * float3(2, 2, 2);\n\t\t + \ float3 tmp_cz = tmp_cx - float3(1, 1, 1);\n\t\t float tmp_da = tmp_cz[0];\n\t\t + \ float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t float3 tmp_dc = + tmp_db * uniform_o;\n\t\t float3 tmp_dd = tmp_dc * uniform_p;\n\t\t float3 + tmp_de = uniform_i + tmp_dd;\n\t\t float tmp_df = tmp_cz[1];\n\t\t float3 + tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t float3 tmp_dh = tmp_dg * uniform_q;\n\t\t + \ float3 tmp_di = tmp_dh * uniform_r;\n\t\t float3 tmp_dj = tmp_de + tmp_di;\n\t\t + \ float tmp_dk = tmp_cz[2];\n\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, + tmp_dk);\n\t\t float3 tmp_dm = tmp_dl * uniform_s;\n\t\t float3 tmp_dn + = tmp_dm * uniform_t;\n\t\t float3 tmp_do = tmp_dj + tmp_dn;\n\t\t float + tmp_dp = tmp_do[0];\n\t\t float tmp_dq = position[0];\n\t\t float tmp_dr + = tmp_dp - tmp_dq;\n\t\t float tmp_ds = tmp_do[1];\n\t\t float tmp_dt + = position[1];\n\t\t float tmp_du = tmp_ds - tmp_dt;\n\t\t float2 tmp_dx + = float2(tmp_dq, tmp_dt);\n\t\t float2 tmp_dy = tmp_dx / uniform_v;\n\t\t + \ float2 tmp_dz = tmp_dy - uniform_w;\n\t\t float2 tmp_ea = tmp_dz - uniform_x;\n\t\t + \ float2 tmp_eb = tmp_ea / uniform_y;\n\t\t float2 tmp_ec = tmp_eb * uniform_z;\n\t\t + \ float2 tmp_ed = uniform_u + tmp_ec;\n\t\t float2 tmp_ee = tmp_ed * uniform_ba;\n\t\t + \ float4 tmp_ef = SampleTexture(VFX_SAMPLER(texture_b),tmp_ee,uniform_bb);\n\t\t + \ float tmp_eg = tmp_ef[0];\n\t\t float tmp_eh = tmp_eg * uniform_bc;\n\t\t + \ float tmp_ei = (float)1 - tmp_eh;\n\t\t float tmp_ej = tmp_eh - uniform_bd;\n\t\t + \ float tmp_ek = ceil(tmp_ej);\n\t\t float tmp_el = saturate(tmp_ek);\n\t\t + \ float tmp_em = tmp_ei * tmp_el;\n\t\t float tmp_en = tmp_ei - uniform_be;\n\t\t + \ float tmp_eo = ceil(tmp_en);\n\t\t float tmp_ep = saturate(tmp_eo);\n\t\t + \ float tmp_eq = tmp_em * tmp_ep;\n\t\t float tmp_er = (float)-1 * tmp_eq;\n\t\t + \ float tmp_es = position[2];\n\t\t float tmp_et = tmp_er - tmp_es;\n\t\t + \ float3 tmp_eu = float3(tmp_dr, tmp_du, tmp_et);\n\t\t float3 tmp_ev = + tmp_eu * uniform_bf;\n\t\t Force_1( /*inout */velocity, mass, tmp_ev, Drag_b, + deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_ci = position[0];\n\t\t float + tmp_cj = position[1];\n\t\t float2 tmp_ck = float2(tmp_ci, tmp_cj);\n\t\t + \ float2 tmp_cl = tmp_ck / uniform_v;\n\t\t float2 tmp_cm = tmp_cl - uniform_w;\n\t\t + \ float2 tmp_cn = tmp_cm - uniform_x;\n\t\t float2 tmp_co = tmp_cn / uniform_y;\n\t\t + \ float2 tmp_cp = tmp_co * uniform_z;\n\t\t float2 tmp_cq = uniform_u + + tmp_cp;\n\t\t float2 tmp_cr = tmp_cq * uniform_ba;\n\t\t float4 tmp_cs + = SampleTexture(VFX_SAMPLER(texture_b),tmp_cr,uniform_bb);\n\t\t float tmp_ct + = tmp_cs[0];\n\t\t float tmp_cu = tmp_ct * uniform_bc;\n\t\t float tmp_cv + = (float)1 - tmp_cu;\n\t\t float tmp_cw = tmp_cu - uniform_bd;\n\t\t float + tmp_cx = ceil(tmp_cw);\n\t\t float tmp_cy = saturate(tmp_cx);\n\t\t float + tmp_cz = tmp_cv * tmp_cy;\n\t\t float tmp_da = tmp_cv - uniform_be;\n\t\t + \ float tmp_db = ceil(tmp_da);\n\t\t float tmp_dc = saturate(tmp_db);\n\t\t + \ float tmp_dd = tmp_cz * tmp_dc;\n\t\t AttributeFromCurve_39BD5D15( /*inout + */color, /*inout */alpha, Color_c, tmp_dd);\n\t\t}\n\t\tAttributeFromCurve_30403583( + /*inout */color, velocity, Color_d, SpeedRange_d);\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 * 0x8 + + 0x147940) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + + 0x147943) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x147944) + << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x353B40) << + 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x1 + 0x459C40) << 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 @@ -603,7 +658,7 @@ VisualEffectResource: 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Scale_a;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + \ float3 Scale_a;\n\t\t float invSoftParticlesFadeDistance;\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 @@ -648,8 +703,8 @@ 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 + 0x24DA40) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x353B40) << 2));\n\t\t\t\t\t\tbool + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x353B40) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x459C40) << 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 @@ -660,8 +715,8 @@ 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 + 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 + * 0x4 + 0x353B40) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index + * 0x1 + 0x459C40) << 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 @@ -685,9 +740,7 @@ VisualEffectResource: \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\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)1;\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_INVSOFTPARTICLEFADEDISTANCE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy @@ -745,137 +798,179 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 - - op: 5 - valueIndex: 3 - data[0]: 1 - data[1]: -1 - data[2]: 0 - data[3]: 2 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 + data[3]: 6 + - op: 26 + valueIndex: 2 + data[0]: 0 + data[1]: 1 data[2]: -1 - data[3]: 2 - - op: 5 - valueIndex: 6 - data[0]: 1 - data[1]: -1 - data[2]: 1 - data[3]: 2 - - op: 5 - valueIndex: 7 - data[0]: 3 - data[1]: -1 - data[2]: 1 - data[3]: 2 + data[3]: 6 - op: 1 - valueIndex: 8 + valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - - op: 2 - valueIndex: 9 + - op: 26 + valueIndex: 4 data[0]: 2 - data[1]: 4 + data[1]: 3 data[2]: -1 - data[3]: -1 + data[3]: 6 + - op: 1 + valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 5 + valueIndex: 7 + data[0]: 5 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 5 + valueIndex: 8 + data[0]: 5 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 1 + valueIndex: 9 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 - op: 5 valueIndex: 11 - data[0]: 3 + data[0]: 8 data[1]: -1 data[2]: 0 data[3]: 2 - op: 2 valueIndex: 12 - data[0]: 8 - data[1]: 5 + data[0]: 6 + data[1]: 7 data[2]: -1 data[3]: -1 - - op: 1 + - op: 5 valueIndex: 14 + data[0]: 8 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 1 + valueIndex: 15 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 - op: 1 valueIndex: 16 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 + - op: 1 + valueIndex: 17 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 18 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 - op: 1 + valueIndex: 19 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 2 valueIndex: 20 + data[0]: 9 + data[1]: 11 + data[2]: -1 + data[3]: -1 + - op: 1 + valueIndex: 22 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 21 + valueIndex: 23 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 1 + data[3]: 1 + - op: 26 valueIndex: 24 - data[0]: -1 - data[1]: -1 + data[0]: 1 + data[1]: 3 data[2]: -1 - data[3]: 7 - - op: 1 + data[3]: 6 + - op: 64 valueIndex: 25 - data[0]: -1 + data[0]: 0 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 1 + data[3]: -1 + - op: 64 + valueIndex: 26 + data[0]: 1 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 64 + valueIndex: 27 + data[0]: 3 + data[1]: -1 + data[2]: -1 + data[3]: -1 + - op: 29 valueIndex: 28 - data[0]: -1 - data[1]: -1 + data[0]: 14 + data[1]: 19 data[2]: -1 data[3]: 1 - - op: 1 + - op: 13 valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 32 - data[0]: -1 + data[0]: 13 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 + valueIndex: 30 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 2 + valueIndex: 31 + data[0]: 18 + data[1]: 18 + data[2]: -1 + data[3]: -1 + - op: 29 valueIndex: 33 - data[0]: -1 - data[1]: -1 + data[0]: 16 + data[1]: 15 data[2]: -1 data[3]: 1 - - op: 1 + - op: 12 valueIndex: 34 - data[0]: -1 + data[0]: 13 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 2 valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 36 - data[0]: -1 - data[1]: -1 + data[0]: 12 + data[1]: 12 data[2]: -1 data[3]: -1 - op: 1 @@ -883,243 +978,645 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 2 + valueIndex: 38 + data[0]: 31 + data[1]: 31 + data[2]: -1 + data[3]: -1 - op: 1 valueIndex: 40 data[0]: -1 data[1]: -1 data[2]: -1 - 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