From ea2152cda2050644cd89f56f7ce67991d353b3b9 Mon Sep 17 00:00:00 2001 From: max Date: Tue, 21 Jan 2020 23:31:06 +0100 Subject: [PATCH] Corrected FirstProject Markers --- UnityProject/Assembly-CSharp.csproj | 2 + .../CM vcam Close (1) Profile.asset | 50 + .../20116_Profiles/CM vcam1 Profile.asset | 64 + .../Scenes/Examples/First Project/20117.unity | 383 +- .../Scenes/Examples/First Project/20120.unity | 6707 ++++++++++++++ .../Examples/First Project/20120.unity.meta | 7 + .../First Project/20120_Profiles.meta | 8 + .../DarkTrailsCam Profile.asset | 180 + .../DarkTrailsCam Profile.asset.meta | 8 + .../Scenes/Examples/First Project/20121.unity | 7238 +++++++++++++++ .../Examples/First Project/20121.unity.meta | 7 + .../CM vcam Rotate PERSPEKTIVEN.controller | 72 + ...M vcam Rotate PERSPEKTIVEN.controller.meta | 8 + .../Animations/DollyAnimation.anim | 6 +- .../Animations/PerspektivenRotation.anim | 279 + .../Animations/PerspektivenRotation.anim.meta | 8 + .../First Project/Scripts/FaceCamera.cs | 17 + .../First Project/Scripts/FaceCamera.cs.meta | 11 + .../ShaderGraph/BackgroundColor.mat | 2 +- .../Timeline/First Project.playable | 3295 ++++--- .../First Project/VFXGraph/ThicknessGraph.vfx | 753 +- .../Examples/MIDI/script/MidiSyncCounter.cs | 1 + .../MIDI/script/MidiSyncCounterTMP.cs | 32 + .../MIDI/script/MidiSyncCounterTMP.cs.meta | 11 + .../Examples/Max Silly Demos/DarkTrails.unity | 574 +- .../FakeTrailsDemo/DarkTrails.vfx | 7926 +++++++++++++++++ .../FakeTrailsDemo/DarkTrails.vfx.meta | 7 + .../FakeTrailsDemo/FakeTrails.vfx | 4719 +++------- .../Max Silly Demos/Max Azure Kinect 1.unity | 12 +- .../Examples/Max Silly Demos/Rotations.meta | 8 + .../Examples/Max Silly Demos/Rotations.unity | 910 ++ .../Max Silly Demos/Rotations.unity.meta | 7 + .../Rotations/LightingData.asset | Bin 0 -> 18068 bytes .../Rotations/LightingData.asset.meta | 8 + .../Rotations/Scene Settings Profile.asset | 219 + .../Scene Settings Profile.asset.meta | 8 + .../Rotations/SkyboxTests.asset | 39 + .../Rotations/SkyboxTests.asset.meta | 8 + .../Scripts/RotateGameObject.cs | 8 +- .../ShaderGraph/SG_FFTOneLine.mat | 25 +- .../Max Silly Demos/ShaderGraph/SG_Skybox.mat | 70 + .../ShaderGraph/SG_Skybox.mat.meta | 8 + .../ShaderGraph/Skybox.shadergraph | 497 ++ .../ShaderGraph/Skybox.shadergraph.meta | 10 + .../Examples/Max Silly Demos/Skybox.unity | 767 ++ .../Max Silly Demos/Skybox.unity.meta | 7 + .../VFX Graph/ConformObjects.vfx | 1652 +++- .../Max Silly Demos/VFX Graph/Rotations.vfx | 4223 +++++++++ .../VFX Graph/Rotations.vfx.meta | 7 + ...tings Profile 1.asset => DarkTrails.asset} | 93 +- ...ile 1.asset.meta => DarkTrails.asset.meta} | 0 .../Max Silly Demos/WhiteTrails.unity | 885 ++ .../Max Silly Demos/WhiteTrails.unity.meta | 7 + .../Scripts/PdConnection/MidiSyncedLoop.cs | 2 +- .../Assets/Settings/AzureSettings.asset | 10 +- .../Assets/StreamingAssets/First_Project.csv | 15 +- .../StreamingAssets/pd/patch/analyzer.pd | 6 +- .../StreamingAssets/pd/patch/spectrum.pd | 6 +- .../TextMesh Pro/Fonts/Alien_lines_1.9.ttf | Bin 0 -> 47892 bytes .../Fonts/Alien_lines_1.9.ttf.meta | 22 + .../TextMesh Pro/Fonts/Alien_lines_1.asset | 2681 ++++++ .../Fonts/Alien_lines_1.asset.meta | 8 + .../Fonts/BLASTIMO SANS SDF.asset | 2589 ++++++ .../Fonts/BLASTIMO SANS SDF.asset.meta | 8 + .../TextMesh Pro/Fonts/BLASTIMO SANS.ttf | Bin 0 -> 84396 bytes .../TextMesh Pro/Fonts/BLASTIMO SANS.ttf.meta | 22 + .../Fonts/Blastimo Swash SDF.asset | 1567 ++++ .../Fonts/Blastimo Swash SDF.asset.meta | 8 + .../TextMesh Pro/Fonts/Blastimo Swash.ttf | Bin 0 -> 814888 bytes .../Fonts/Blastimo Swash.ttf.meta | 22 + .../Assets/TextMesh Pro/Fonts/Blastimo.ttf | Bin 0 -> 539216 bytes .../TextMesh Pro/Fonts/Blastimo.ttf.meta | 22 + ...Free-Net-HelveticaNeueUltraLight SDF.asset | 2675 ++++++ ...Net-HelveticaNeueUltraLight SDF.asset.meta | 8 + .../FontsFree-Net-HelveticaNeueUltraLight.ttf | Bin 0 -> 123688 bytes ...sFree-Net-HelveticaNeueUltraLight.ttf.meta | 22 + .../LiberationSans SDF - Fallback.asset | 129 +- .../LiberationSans SDF.asset | 2 +- .../ProjectSettings/EditorBuildSettings.asset | 4 +- 79 files changed, 45761 insertions(+), 5920 deletions(-) create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20120.unity create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20120.unity.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20120_Profiles.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20120_Profiles/DarkTrailsCam Profile.asset create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20120_Profiles/DarkTrailsCam Profile.asset.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20121.unity create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/20121.unity.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Animations/CM vcam Rotate PERSPEKTIVEN.controller create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Animations/CM vcam Rotate PERSPEKTIVEN.controller.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Animations/PerspektivenRotation.anim create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Animations/PerspektivenRotation.anim.meta create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Scripts/FaceCamera.cs create mode 100644 UnityProject/Assets/Scenes/Examples/First Project/Scripts/FaceCamera.cs.meta create mode 100644 UnityProject/Assets/Scenes/Examples/MIDI/script/MidiSyncCounterTMP.cs create mode 100644 UnityProject/Assets/Scenes/Examples/MIDI/script/MidiSyncCounterTMP.cs.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/DarkTrails.vfx create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/FakeTrailsDemo/DarkTrails.vfx.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations.unity create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations.unity.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/LightingData.asset create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/LightingData.asset.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/Scene Settings Profile.asset create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/Scene Settings Profile.asset.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/SkyboxTests.asset create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/Rotations/SkyboxTests.asset.meta create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly Demos/ShaderGraph/SG_Skybox.mat create mode 100644 UnityProject/Assets/Scenes/Examples/Max Silly 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defaultValue: {fileID: 0} +--- !u!114 &8983068434916800950 +MonoBehaviour: + m_ObjectHideFlags: 1 + 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: 699a85771c17e864fafab4a53a5fc5bd, type: 3} + m_Name: Qlist Marker + m_EditorClassIdentifier: + m_Time: 49.78333333333336 + stateName: Musik diff --git a/UnityProject/Assets/Scenes/Examples/First Project/VFXGraph/ThicknessGraph.vfx b/UnityProject/Assets/Scenes/Examples/First Project/VFXGraph/ThicknessGraph.vfx index ce82484..5398bd1 100644 --- a/UnityProject/Assets/Scenes/Examples/First Project/VFXGraph/ThicknessGraph.vfx +++ b/UnityProject/Assets/Scenes/Examples/First Project/VFXGraph/ThicknessGraph.vfx @@ -510,6 +510,7 @@ MonoBehaviour: - {fileID: 8926484042661614991} - {fileID: 8926484042661615440} - {fileID: 8926484042661615461} + - {fileID: 8926484042661615474} m_UIPosition: {x: 970, y: 1368} m_UICollapsed: 0 m_UISuperCollapsed: 0 @@ -821,33 +822,34 @@ VisualEffectResource: deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n \ attributeBuffer.Store((index * 0x8 + 0x7A03) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x8 + 0x7A04) << 2,asuint(scaleX));\n - \ attributeBuffer.Store((index * 0x8 + 0x7A05) << 2,asuint(scaleY));\n - \ attributeBuffer.Store((index * 0x8 + 0x7A06) << 2,asuint(scaleZ));\n - \ attributeBuffer.Store3((index * 0x8 + 0x7A00) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x8 + 0x44A00) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x8 + 0x44A04) << 2,asuint(position));\n + \ attributeBuffer.Store((index * 0x8 + 0x44A03) << 2,asuint(scaleX));\n + \ attributeBuffer.Store((index * 0x8 + 0x44A04) << 2,asuint(scaleY));\n + \ attributeBuffer.Store((index * 0x8 + 0x44A05) << 2,asuint(scaleZ));\n + \ attributeBuffer.Store3((index * 0x8 + 0x44A00) << 2,asuint(color));\n + \ attributeBuffer.Store3((index * 0x8 + 0x7A00) << 2,asuint(velocity));\n + \ attributeBuffer.Store3((index * 0x8 + 0x7A04) << 2,asuint(position));\n \ attributeBuffer.Store3((index * 0x4 + 0x81A00) << 2,asuint(direction));\n - \ attributeBuffer.Store((index * 0x8 + 0x44A03) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x8 + 0x7A07) << 2,uint(alive));\n \ attributeBuffer.Store((index * 0x4 + 0x81A03) << 2,asuint(age));\n \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n \ attributeBuffer.Store((index * 0x8 + 0x7A03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0x7A04) << 2,asuint(scaleX));\n attributeBuffer.Store((index - * 0x8 + 0x7A05) << 2,asuint(scaleY));\n attributeBuffer.Store((index - * 0x8 + 0x7A06) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x7A00) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x8 + 0x44A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x8 + 0x44A04) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x8 + 0x44A03) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x8 + 0x44A04) << 2,asuint(scaleY));\n attributeBuffer.Store((index + * 0x8 + 0x44A05) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index + * 0x8 + 0x44A00) << 2,asuint(color));\n attributeBuffer.Store3((index + * 0x8 + 0x7A00) << 2,asuint(velocity));\n attributeBuffer.Store3((index + * 0x8 + 0x7A04) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x81A00) << 2,asuint(direction));\n attributeBuffer.Store((index - * 0x8 + 0x44A03) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x4 + 0x81A03) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" + * 0x8 + 0x7A07) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + + 0x81A03) << 2,asuint(age));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n + 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define + VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE + 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float3 Sphere_center_a;\n float attractionSpeed_a;\n float3 center_b;\n \ float deltaTime_a;\n float Speed_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include @@ -869,8 +871,10 @@ VisualEffectResource: Speed, float DirectionBlend) /*composition:Add speedMode:Constant */\n{\n float3 sphereDirection = VFXSafeNormalize(position - center);\n float speed = Speed;\n \ direction = VFXSafeNormalize(lerp(direction, sphereDirection, DirectionBlend));\n - \ velocity += direction * speed;\n}\nvoid EulerIntegration(inout float3 position, - float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid + \ velocity += direction * speed;\n}\nvoid SetAttribute_39EE3455(inout float + size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off + channels:XYZ */\n{\n size *= Size;\n}\nvoid EulerIntegration(inout float3 + position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 @@ -878,46 +882,51 @@ VisualEffectResource: id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x44A03) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\tfloat + + 0x7A07) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat size + = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * 0x4 + 0x81A00) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x81A03) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t ConformToSphere( /*inout - */velocity, position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, - attractionSpeed_a, (float)0, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t VelocitySpherical_18D( - /*inout */velocity, /*inout */direction, position, center_b, Speed_b, (float)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\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x44A00) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x44A04) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + */velocity, position, mass, Sphere_center_a, (float)100, attractionSpeed_a, + attractionSpeed_a, attractionSpeed_a, (float)0, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t + \ VelocitySpherical_18D( /*inout */velocity, /*inout */direction, position, + center_b, Speed_b, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_39EE3455( + /*inout */size, (float)0.999899983);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout + */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x8 + 0x7A03) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * + 0x8 + 0x7A00) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index + * 0x8 + 0x7A04) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x81A00) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x81A03) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x44A03) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = - deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\tfloat - mass = (float)1;\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x81A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x44A03) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 - + 0x81A03) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition + * 0x8 + 0x7A07) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x0) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index * + 0x8 + 0x7A03) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x7A00) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x7A04) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 direction = + asfloat(attributeBuffer.Load3((index * 0x4 + 0x81A00) << 2));\n\t\tbool alive + = (attributeBuffer.Load((index * 0x8 + 0x7A07) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x4 + 0x81A03) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t ConformToSphere( /*inout */velocity, - position, mass, Sphere_center_a, (float)10, attractionSpeed_a, attractionSpeed_a, + position, mass, Sphere_center_a, (float)100, attractionSpeed_a, attractionSpeed_a, attractionSpeed_a, (float)0, deltaTime_a);\n\t\t}\n\t\t{\n\t\t VelocitySpherical_18D( - /*inout */velocity, /*inout */direction, position, center_b, Speed_b, (float)1);\n\t\t}\n\t\tEulerIntegration( + /*inout */velocity, /*inout */direction, position, center_b, Speed_b, (float)1);\n\t\t}\n\t\t{\n\t\t + \ SetAttribute_39EE3455( /*inout */size, (float)0.999899983);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * - 0x8 + 0x44A00) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * - 0x8 + 0x44A04) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * - 0x4 + 0x81A00) << 2,asuint(direction));\n\t\tattributeBuffer.Store((index * - 0x8 + 0x44A03) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + - 0x81A03) << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint - indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x8 + + 0x7A03) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x7A00) + << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x7A04) << + 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x81A00) << + 2,asuint(direction));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7A07) << 2,uint(alive));\n\t\tattributeBuffer.Store((index + * 0x4 + 0x81A03) << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n + \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]Lit Cube Output' @@ -972,27 +981,27 @@ 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\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x44A03) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x7A07) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x8 + 0x7A07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat @@ -1117,27 +1126,27 @@ 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\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x44A03) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 + + 0x7A07) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x8 + 0x7A07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A03) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A05) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7A06) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A03) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A04) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x44A05) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44A00) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A00) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x7A04) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat @@ -1265,79 +1274,79 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 2 + data[3]: 1 + - op: 27 + valueIndex: 2 + data[0]: 0 + data[1]: 1 + data[2]: -1 + data[3]: 1 - op: 1 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 + data[3]: 2 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 26 + - op: 1 valueIndex: 6 - data[0]: 3 - data[1]: 4 - data[2]: -1 - data[3]: 1 - - op: 27 - valueIndex: 7 - data[0]: 0 - data[1]: 2 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 5 - valueIndex: 8 - data[0]: 1 + valueIndex: 7 + data[0]: 3 data[1]: -1 data[2]: 0 data[3]: 2 - - op: 5 + - op: 26 + valueIndex: 8 + data[0]: 5 + data[1]: 4 + data[2]: -1 + data[3]: 1 + - op: 1 valueIndex: 9 - data[0]: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 23 + valueIndex: 10 + data[0]: 2 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 26 + valueIndex: 11 + data[0]: 9 + data[1]: 8 + data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 12 + data[0]: 7 + data[1]: 6 + data[2]: -1 + data[3]: 1 + - op: 5 + valueIndex: 13 + data[0]: 3 data[1]: -1 data[2]: 1 data[3]: 2 - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 11 - data[0]: 5 - data[1]: 7 - data[2]: -1 - data[3]: 1 - - op: 23 - valueIndex: 12 - data[0]: 6 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 13 + valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 26 - valueIndex: 16 - data[0]: 11 - data[1]: 9 - data[2]: -1 - data[3]: 1 - op: 1 valueIndex: 17 data[0]: -1 @@ -1346,207 +1355,207 @@ VisualEffectResource: data[3]: 1 - op: 30 valueIndex: 18 - data[0]: 10 - data[1]: 8 + data[0]: 11 + data[1]: 12 data[2]: -1 data[3]: 1 - - op: 28 - valueIndex: 19 - data[0]: 14 - data[1]: 13 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 21 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - op: 18 - valueIndex: 24 - data[0]: 12 + valueIndex: 19 + data[0]: 13 data[1]: -1 data[2]: -1 data[3]: 3 - - op: 29 + - op: 28 + 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uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid PositionSphere_0(inout float3 position, + inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float + ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface + spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta + = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) + * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, + sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction + = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float + lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite + Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n float3 + position = float3(0, 0, 0);\n uint seed = (uint)0;\n float3 direction + = float3(0, 0, 1);\n float lifetime = (float)1;\n float3 targetPosition + = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float + scaleX = (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n + \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if + VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n + \ \r\n {\n PositionSphere_0( /*inout */position, /*inout + */seed, /*inout */direction, float3(0, 0, 0), (float)0.200000003, (float)6.28318548, + (float)1);\n }\n SetAttribute_F01429A3( /*inout */lifetime, /*inout + */seed, A_b, B_b);\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 + * 0x10 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x10 + 0x3) << 2,asuint(seed));\n attributeBuffer.Store3((index + * 0x10 + 0x4) << 2,asuint(direction));\n attributeBuffer.Store((index + * 0x1 + 0x7D000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x8 + 0x84D00) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x10 + 0x8) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x10 + 0x7) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x10 + 0xB) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x10 + 0xC) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0x10 + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x10 + 0x3) + << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x10 + 0x4) << + 2,asuint(direction));\n attributeBuffer.Store((index * 0x1 + 0x7D000) + << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x84D00) + << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x10 + + 0x8) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x10 + + 0x7) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x10 + + 0xB) << 2,asuint(age));\n attributeBuffer.Store((index * 0x10 + 0xC) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 1]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define + VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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 uniform_b;\n float4 Scale_d;\n float uniform_c;\n float + uniform_d;\n float uniform_e;\n float uniform_f;\n float deltaTime_e;\n + \ uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_2CF4000A(inout + float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid + GPUEventAlways(inout uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid + VelocityDirection_18D(inout float3 velocity, inout float3 direction, float3 + Direction, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant + */\n{\n float speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, + Direction, DirectionBlend));\n velocity += direction * speed;\n}\nvoid AttributeFromCurve_8BB145A0(inout + float scaleX, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Multiply + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value + = SampleCurve(Scale, t);\n scaleX *= value.x;\n}\nvoid EulerIntegration(inout + float3 position, float3 velocity, float deltaTime)\n{\n position += velocity + * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid + Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) + { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x10 + 0xC) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x0) << 2));\n\t\t\tuint seed + = (attributeBuffer.Load((index * 0x10 + 0x3) << 2));\n\t\t\tfloat3 direction + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x4) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0x7D000) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x84D00) << 2));\n\t\t\tuint + eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x8) << 2));\n\t\t\tfloat scaleX + = asfloat(attributeBuffer.Load((index * 0x10 + 0x7) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0x10 + 0xB) << 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\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t + \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a + += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_r = RAND;\n\t\t\t float + tmp_s = tmp_r * uniform_d;\n\t\t\t float tmp_t = uniform_c + tmp_s;\n\t\t\t + \ float tmp_u = RAND;\n\t\t\t float tmp_v = tmp_u * uniform_f;\n\t\t\t + \ float tmp_w = uniform_e + tmp_v;\n\t\t\t float tmp_x = RAND;\n\t\t\t + \ float tmp_y = tmp_x * uniform_d;\n\t\t\t float tmp_z = uniform_c + tmp_y;\n\t\t\t + \ float3 tmp_ba = float3(tmp_t, tmp_w, tmp_z);\n\t\t\t float3 tmp_bc = + tmp_ba * tmp_ba;\n\t\t\t float tmp_bd = tmp_bc[2];\n\t\t\t float tmp_be + = tmp_bc[1];\n\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t float tmp_bg + = tmp_bc[0];\n\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t float tmp_bj + = pow(tmp_bh, (float)0.5);\n\t\t\t float tmp_bk = (float)1 / tmp_bj;\n\t\t\t + \ float3 tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t\t float3 tmp_bm + = tmp_ba * tmp_bl;\n\t\t\t float3 tmp_bn = normalize(mul((float3x3)uniform_b, + tmp_bm));\n\t\t\t VelocityDirection_18D( /*inout */velocity, /*inout */direction, + tmp_bn, (float)1, (float)1);\n\t\t\t}\n\t\t\tAttributeFromCurve_8BB145A0( /*inout + */scaleX, age, lifetime, Scale_d);\n\t\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_e);\n\t\t\tAge( /*inout */age, deltaTime_e);\n\t\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index + * 0x10 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index + * 0x10 + 0x3) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x10 + + 0x4) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0x84D00) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x10 + 0x8) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x10 + 0x7) << 2,asuint(scaleX));\n\t\t\t\tattributeBuffer.Store((index * + 0x10 + 0xB) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) + eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x10 + 0xC) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x10 + 0x0) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x10 + + 0x3) << 2));\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * + 0x10 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0x7D000) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0x84D00) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = + (uint)0;\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x10 + + 0x8) << 2));\n\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x10 + + 0x7) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x10 + + 0xB) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x10 + 0xC) << + 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\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( /*inout + */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\t{\n\t\t + \ float tmp_r = RAND;\n\t\t float tmp_s = tmp_r * uniform_d;\n\t\t float + tmp_t = uniform_c + tmp_s;\n\t\t float tmp_u = RAND;\n\t\t float tmp_v + = tmp_u * uniform_f;\n\t\t float tmp_w = uniform_e + tmp_v;\n\t\t float + tmp_x = RAND;\n\t\t float tmp_y = tmp_x * uniform_d;\n\t\t float tmp_z + = uniform_c + tmp_y;\n\t\t float3 tmp_ba = float3(tmp_t, tmp_w, tmp_z);\n\t\t + \ float3 tmp_bc = tmp_ba * tmp_ba;\n\t\t float tmp_bd = tmp_bc[2];\n\t\t + \ float tmp_be = tmp_bc[1];\n\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t + \ float tmp_bg = tmp_bc[0];\n\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t + \ float tmp_bj = pow(tmp_bh, (float)0.5);\n\t\t float tmp_bk = (float)1 + / tmp_bj;\n\t\t float3 tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t float3 + tmp_bm = tmp_ba * tmp_bl;\n\t\t float3 tmp_bn = normalize(mul((float3x3)uniform_b, + tmp_bm));\n\t\t VelocityDirection_18D( /*inout */velocity, /*inout */direction, + tmp_bn, (float)1, (float)1);\n\t\t}\n\t\tAttributeFromCurve_8BB145A0( /*inout + */scaleX, age, lifetime, Scale_d);\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_e);\n\t\tAge( /*inout */age, deltaTime_e);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x10 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x10 + + 0x3) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x10 + 0x4) + << 2,asuint(direction));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x84D00) + << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x10 + 0x8) + << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x10 + 0x7) << 2,asuint(scaleX));\n\t\tattributeBuffer.Store((index + * 0x10 + 0xB) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x10 + + 0xC) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\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: 1 + name: '[System 2]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT + 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define + VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 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 Lifetime_d;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if + !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position, + float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off + channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout + float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid + SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite + Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_F0142CB9(inout + float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n + \ float3 position = float3(0, 0, 0);\n float3 targetPosition = + float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float lifetime + = (float)1;\n float alpha = (float)1;\n float age = (float)0;\n + \ bool alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x10 + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x84D00) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0x84D04) << 2));\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 float3 tmp_v + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_v);\n + \ }\n {\n float3 tmp_v = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_v);\n }\n {\n float3 + tmp_v = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_v);\n + \ }\n SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_d);\n + \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint + deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n + \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x4 + 0x9C4000) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x1 + 0xEA6000) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x9C4003) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x2 + 0xFDE800) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x2 + 0xFDE801) << 2,uint(alive));\n + \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n + \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x4 + 0x9C4000) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x1 + 0xEA6000) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x9C4003) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x2 + 0xFDE800) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x2 + 0xFDE801) << 2,uint(alive));\n + \ \n\r\n#endif\r\n }\r\n}\r\n" + - compute: 1 + name: '[System 2]Update' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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 Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer + attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + 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 AttributeFromCurve_48A86161(inout + float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color + Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent + ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n + \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x2 + 0xFDE801) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, + 0, 0);\n\t\t\tfloat3 color_source = color;\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\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x9C4000) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x9C4003) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0xFDE800) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index + * 0x2 + 0xFDE801) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\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\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, + lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x9C4000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x9C4003) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x2 + 0xFDE800) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x2 + 0xFDE801) << 2,uint(alive));\n\t\t\n\r\n#if + VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" + - compute: 0 + name: '[System 2]Lit Quad Output' + source: "Shader \"Hidden/VFX/System 2/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull + Off\r\n\t\t\r\n\t\tTags { \"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_POSITION_CURRENT + 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT + 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT + 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define + VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT + 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT + 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT + 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS + 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define + HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR + 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define USE_NORMAL_BENDING + 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\tCBUFFER_START(parameters)\n\t\t + \ float4 Scale_d;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState + samplerbaseColorMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState samplernormalMap;\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\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ + WRITE_NORMAL_BUFFER\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\t// + w: smoothness\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 vector scale u\n\t\t\t\t// + y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 + normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP + || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if + USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define + VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if + USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid + ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, + inout float3 position, inout float pivotY, float size, inout float scaleY, float3 + TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t + \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t + \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position + - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, + TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout + */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if + HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define + BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, + out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool + frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor + : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef + WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst + float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat + alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha + *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef + SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the + editor, this code allow to output the outline correctly\n\t\t\t\toutColor = + float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask + 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma + multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if + !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid + ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, + inout float3 position, inout float pivotY, float size, inout float scaleY, float3 + TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t + \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t + \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position + - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, + TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout + */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if + HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define + BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat + normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t + \ normalScale = (float)2;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\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\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma + multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile + SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile + _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define + HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP + || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP + || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation + float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation + float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation + float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// + x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal + scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 + materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 + uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if + USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation + float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if + (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define + VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define + VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define + VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define + VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define + VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if + USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define + VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS + posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error + VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid + SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid + ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, + inout float3 position, inout float pivotY, float size, inout float scaleY, float3 + TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t + \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t + \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position + - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, + TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout + */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if + HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define + BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS + = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t + \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC + = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR + = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS + = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat + normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t + \ normalScale = (float)2;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE + = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE + = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef + VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE + = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if + HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR + = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define + SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS + i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if + HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst + uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS + = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs + posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, + tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData + = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData + = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV + = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF + = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid + VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, + VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData + bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD + = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if + USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst + float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 + normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData + = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) + && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = + i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if + defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 + bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS + = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS + = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS + *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 + n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 + tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale + = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale + = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = + normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor + = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags + { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma + target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if + USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 + uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION + || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame + blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants + : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// + x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation + float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define + VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define + VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD + builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define + VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV + uv\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if + !(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 + SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite + Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid + ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, + inout float3 position, inout float pivotY, float size, inout float scaleY, float3 + TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t + \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t + \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position + - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t + \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, + TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid + AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 + Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife + Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float + t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, + t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0xFDE801) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x9C4003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0xFDE800) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 + targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t + \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t + \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout + */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t + \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\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 && 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Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * @@ -774,47 +679,48 @@ 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 seed = (uint)0;\n float3 direction - = float3(0, 0, 1);\n float3 velocity = float3(0, 0, 0);\n float - lifetime = (float)1;\n float3 targetPosition = float3(0, 0, 0);\n float - age = (float)0;\n float3 color = float3(1, 1, 1);\n bool alive - = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId - = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex - ^ systemSeed);\r\n#endif\r\n \r\n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, float3(0, 0, 0), - (float)0.200000003, (float)6.28318548, (float)1);\n }\n {\n SetAttribute_E629755( - /*inout */velocity, float3(0, 0.100000001, 0));\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)1, (float)1);\n }\n \n\r\n\r\n#if - VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex - = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x1F403) << 2,asuint(seed));\n - \ attributeBuffer.Store3((index * 0x8 + 0x1F400) << 2,asuint(direction));\n - \ attributeBuffer.Store3((index * 0x8 + 0x1F404) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x5DC00) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x8 + 0x6D600) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x8 + 0x1F407) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x6D604) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x65900) << 2,uint(alive));\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 * 0x8 + 0x1F403) << 2,asuint(seed));\n - \ attributeBuffer.Store3((index * 0x8 + 0x1F400) << 2,asuint(direction));\n - \ attributeBuffer.Store3((index * 0x8 + 0x1F404) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x5DC00) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x8 + 0x6D600) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store((index * 0x8 + 0x1F407) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x6D604) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x65900) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + = float3(0, 0, 1);\n float lifetime = (float)1;\n float3 targetPosition + = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float + scaleX = (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n + \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if + VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n + \ \r\n {\n PositionSphere_0( /*inout */position, /*inout + */seed, /*inout */direction, float3(0, 0, 0), (float)0.200000003, (float)6.28318548, + (float)1);\n }\n SetAttribute_F01429A3( /*inout */lifetime, /*inout + */seed, A_b, B_b);\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 + * 0x10 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x10 + 0x3) << 2,asuint(seed));\n attributeBuffer.Store3((index + * 0x10 + 0x4) << 2,asuint(direction));\n attributeBuffer.Store((index + * 0x1 + 0xC800) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x8 + 0xD480) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index + * 0x10 + 0x8) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x10 + 0x7) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x10 + 0xB) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x10 + 0xC) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint + index = particleIndex;\r\n attributeBuffer.Store3((index * 0x10 + 0x0) + << 2,asuint(position));\n attributeBuffer.Store((index * 0x10 + 0x3) + << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x10 + 0x4) << + 2,asuint(direction));\n attributeBuffer.Store((index * 0x1 + 0xC800) + << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0xD480) + << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x10 + + 0x8) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x10 + + 0x7) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x10 + + 0xB) << 2,asuint(age));\n attributeBuffer.Store((index * 0x10 + 0xC) + << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE + VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define + VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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 uniform_b;\n float3 Sphere_center_d;\n float deltaTime_d;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \ float4x4 uniform_b;\n float4 Scale_d;\n float uniform_c;\n float + uniform_d;\n float uniform_e;\n float uniform_f;\n float deltaTime_e;\n + \ uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\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 @@ -826,21 +732,11 @@ VisualEffectResource: VelocityDirection_18D(inout float3 velocity, inout float3 direction, float3 Direction, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant */\n{\n float speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, - Direction, DirectionBlend));\n velocity += direction * speed;\n}\nvoid CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n - \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout + Direction, DirectionBlend));\n velocity += direction * speed;\n}\nvoid AttributeFromCurve_8BB145A0(inout + float scaleX, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Multiply + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value + = SampleCurve(Scale, t);\n scaleX *= value.x;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) @@ -849,238 +745,95 @@ VisualEffectResource: \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index - * 0x1 + 0x65900) << 2));\n\t\t\n\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 - seed = (attributeBuffer.Load((index * 0x8 + 0x1F403) << 2));\n\t\t\tfloat3 direction - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1F400) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1F404) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x5DC00) << 2));\n\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x6D600) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x1F407) << 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\tSetAttribute_2CF4000A( /*inout */targetPosition, - position);\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout - */eventCount, (uint)1);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_bc = RAND;\n\t\t\t float tmp_be = tmp_bc * (float)20;\n\t\t\t - \ float tmp_bf = (float)-10 + tmp_be;\n\t\t\t float tmp_bg = RAND;\n\t\t\t - \ float tmp_bh = tmp_bg * (float)20;\n\t\t\t float tmp_bi = (float)-10 - + tmp_bh;\n\t\t\t float tmp_bj = RAND;\n\t\t\t float tmp_bk = tmp_bj * - (float)20;\n\t\t\t float tmp_bl = (float)-10 + tmp_bk;\n\t\t\t float3 - tmp_bm = float3(tmp_bf, tmp_bi, tmp_bl);\n\t\t\t float3 tmp_bo = tmp_bm * - tmp_bm;\n\t\t\t float tmp_bp = tmp_bo[2];\n\t\t\t float tmp_bq = tmp_bo[1];\n\t\t\t - \ float tmp_br = tmp_bp + tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[0];\n\t\t\t - \ float tmp_bt = tmp_br + tmp_bs;\n\t\t\t float tmp_bv = pow(tmp_bt, (float)0.5);\n\t\t\t - \ float tmp_bw = (float)1 / tmp_bv;\n\t\t\t float3 tmp_bx = float3(tmp_bw, - tmp_bw, tmp_bw);\n\t\t\t float3 tmp_by = tmp_bm * tmp_bx;\n\t\t\t float3 - tmp_bz = normalize(mul((float3x3)uniform_b, tmp_by));\n\t\t\t VelocityDirection_18D( - /*inout */velocity, /*inout */direction, tmp_bz, (float)1, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_d, (float)1, (float)0.100000001, (float)0, (float)0, - deltaTime_d, (float)1, (float)0);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\n\t\t\tReap(age, + * 0x10 + 0xC) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x0) << 2));\n\t\t\tuint seed + = (attributeBuffer.Load((index * 0x10 + 0x3) << 2));\n\t\t\tfloat3 direction + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x4) << 2));\n\t\t\tfloat lifetime + = asfloat(attributeBuffer.Load((index * 0x1 + 0xC800) << 2));\n\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0xD480) << 2));\n\t\t\tuint + eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat3 velocity + = asfloat(attributeBuffer.Load3((index * 0x10 + 0x8) << 2));\n\t\t\tfloat scaleX + = asfloat(attributeBuffer.Load((index * 0x10 + 0x7) << 2));\n\t\t\tfloat age + = asfloat(attributeBuffer.Load((index * 0x10 + 0xB) << 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\tSetAttribute_2CF4000A( + /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t + \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t eventCount_a + += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_r = RAND;\n\t\t\t float + tmp_s = tmp_r * uniform_d;\n\t\t\t float tmp_t = uniform_c + tmp_s;\n\t\t\t + \ float tmp_u = RAND;\n\t\t\t float tmp_v = tmp_u * uniform_f;\n\t\t\t + \ float tmp_w = uniform_e + tmp_v;\n\t\t\t float tmp_x = RAND;\n\t\t\t + \ float tmp_y = tmp_x * uniform_d;\n\t\t\t float tmp_z = uniform_c + tmp_y;\n\t\t\t + \ float3 tmp_ba = float3(tmp_t, tmp_w, tmp_z);\n\t\t\t float3 tmp_bc = + tmp_ba * tmp_ba;\n\t\t\t float tmp_bd = tmp_bc[2];\n\t\t\t float tmp_be + = tmp_bc[1];\n\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t float tmp_bg + = tmp_bc[0];\n\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t float tmp_bj + = pow(tmp_bh, (float)0.5);\n\t\t\t float tmp_bk = (float)1 / tmp_bj;\n\t\t\t + \ float3 tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t\t float3 tmp_bm + = tmp_ba * tmp_bl;\n\t\t\t float3 tmp_bn = normalize(mul((float3x3)uniform_b, + tmp_bm));\n\t\t\t VelocityDirection_18D( /*inout */velocity, /*inout */direction, + tmp_bn, (float)1, (float)1);\n\t\t\t}\n\t\t\tAttributeFromCurve_8BB145A0( /*inout + */scaleX, age, lifetime, Scale_d);\n\t\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_e);\n\t\t\tAge( /*inout */age, deltaTime_e);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x1F403) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0x1F400) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x1F404) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x6D600) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x1F407) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\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] + * 0x10 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index + * 0x10 + 0x3) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x10 + + 0x4) << 2,asuint(direction));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + + 0xD480) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index + * 0x10 + 0x8) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x10 + 0x7) << 2,asuint(scaleX));\n\t\t\t\tattributeBuffer.Store((index * + 0x10 + 0xB) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) + eventListOut_a.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x65900) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; + * 0x10 + 0xC) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x1F403) - << 2));\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * 0x8 + - 0x1F400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x1F404) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5DC00) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x6D600) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = - (uint)0;\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1F407) - << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0x65900) << 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\tSetAttribute_2CF4000A( - /*inout */targetPosition, position);\n\t\t{\n\t\t eventCount = 0u;\n\t\t - \ GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t eventCount_a += - eventCount;\n\t\t}\n\t\t{\n\t\t float tmp_bc = RAND;\n\t\t float tmp_be - = tmp_bc * (float)20;\n\t\t float tmp_bf = (float)-10 + tmp_be;\n\t\t float - tmp_bg = RAND;\n\t\t float tmp_bh = tmp_bg * (float)20;\n\t\t float tmp_bi - = (float)-10 + tmp_bh;\n\t\t float tmp_bj = RAND;\n\t\t float tmp_bk = - tmp_bj * (float)20;\n\t\t float tmp_bl = (float)-10 + tmp_bk;\n\t\t float3 - tmp_bm = float3(tmp_bf, tmp_bi, tmp_bl);\n\t\t float3 tmp_bo = tmp_bm * tmp_bm;\n\t\t - \ float tmp_bp = tmp_bo[2];\n\t\t float tmp_bq = tmp_bo[1];\n\t\t float - tmp_br = tmp_bp + tmp_bq;\n\t\t float tmp_bs = tmp_bo[0];\n\t\t float - tmp_bt = tmp_br + tmp_bs;\n\t\t float tmp_bv = pow(tmp_bt, (float)0.5);\n\t\t - \ float tmp_bw = (float)1 / tmp_bv;\n\t\t float3 tmp_bx = float3(tmp_bw, - tmp_bw, tmp_bw);\n\t\t float3 tmp_by = tmp_bm * tmp_bx;\n\t\t float3 tmp_bz - = normalize(mul((float3x3)uniform_b, tmp_by));\n\t\t VelocityDirection_18D( - /*inout */velocity, /*inout */direction, tmp_bz, (float)1, (float)1);\n\t\t}\n\t\t{\n\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_d, (float)1, (float)0.100000001, (float)0, (float)0, - deltaTime_d, (float)1, (float)0);\n\t\t}\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age, + * 0x10 + 0x0) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x10 + + 0x3) << 2));\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * + 0x10 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index + * 0x1 + 0xC800) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xD480) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = + (uint)0;\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x10 + + 0x8) << 2));\n\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x10 + + 0x7) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x10 + + 0xB) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x10 + 0xC) << + 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\tSetAttribute_2CF4000A( /*inout */targetPosition, + position);\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( /*inout + */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\t{\n\t\t + \ float tmp_r = RAND;\n\t\t float tmp_s = tmp_r * uniform_d;\n\t\t float + tmp_t = uniform_c + tmp_s;\n\t\t float tmp_u = RAND;\n\t\t float tmp_v + = tmp_u * uniform_f;\n\t\t float tmp_w = uniform_e + tmp_v;\n\t\t float + tmp_x = RAND;\n\t\t float tmp_y = tmp_x * uniform_d;\n\t\t float tmp_z + = uniform_c + tmp_y;\n\t\t float3 tmp_ba = float3(tmp_t, tmp_w, tmp_z);\n\t\t + \ float3 tmp_bc = tmp_ba * tmp_ba;\n\t\t float tmp_bd = tmp_bc[2];\n\t\t + \ float tmp_be = tmp_bc[1];\n\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t + \ float tmp_bg = tmp_bc[0];\n\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t + \ float tmp_bj = pow(tmp_bh, (float)0.5);\n\t\t float tmp_bk = (float)1 + / tmp_bj;\n\t\t float3 tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t float3 + tmp_bm = tmp_ba * tmp_bl;\n\t\t float3 tmp_bn = normalize(mul((float3x3)uniform_b, + tmp_bm));\n\t\t VelocityDirection_18D( /*inout */velocity, /*inout */direction, + tmp_bn, (float)1, (float)1);\n\t\t}\n\t\tAttributeFromCurve_8BB145A0( /*inout + */scaleX, age, lifetime, Scale_d);\n\t\tEulerIntegration( /*inout */position, + velocity, deltaTime_e);\n\t\tAge( /*inout */age, deltaTime_e);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x1F403) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1F400) - << 2,asuint(direction));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1F404) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x6D600) - << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index * 0x8 + 0x1F407) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x65900) << 2,uint(alive));\n\t\tfor - (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if + 0x10 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x10 + + 0x3) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x10 + 0x4) + << 2,asuint(direction));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xD480) + << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x10 + 0x8) + << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x10 + 0x7) << 2,asuint(scaleX));\n\t\tattributeBuffer.Store((index + * 0x10 + 0xB) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x10 + + 0xC) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define - USE_DEAD_LIST_COUNT 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer - deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat - nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation - float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE - builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define - VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x6D604) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x65900) << 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#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x65900) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x6D604) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\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);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER - 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define - VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 - color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define - VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, - VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color - = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 2]Initialize' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define - VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 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 + VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define + VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU + 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 Lifetime_d;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if @@ -1115,556 +868,132 @@ VisualEffectResource: = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n \r\n#endif\r\n \ float3 position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float lifetime - = (float)1;\n float3 velocity = float3(0, 0, 0);\n float age = - (float)0;\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x8 + 0x6D600) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x8 + 0x6D604) << 2));\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId + = (float)1;\n float alpha = (float)1;\n float age = (float)0;\n + \ bool alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x10 + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0xD480) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex + * 0x8 + 0xD484) << 2));\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 float3 tmp_w - = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_w);\n - \ }\n {\n float3 tmp_w = targetPosition_source;\n SetAttribute_2CF667B3( - /*inout */targetPosition, tmp_w);\n }\n {\n float3 - tmp_w = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_w);\n + ^ systemSeed);\r\n#endif\r\n \r\n {\n float3 tmp_v + = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_v);\n + \ }\n {\n float3 tmp_v = targetPosition_source;\n SetAttribute_2CF667B3( + /*inout */targetPosition, tmp_v);\n }\n {\n float3 + tmp_v = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_v);\n \ }\n SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_d);\n \ \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x9C4000) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store3((index * 0x4 + 0xEA6000) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x1388000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x14C0800) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0xEA6003) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint - index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9C4000) - << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x4 + - 0xEA6000) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + - 0x1388000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * - 0x4 + 0x14C0800) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0xEA6003) << 2,asuint(alpha));\n attributeBuffer.Store((index * 0x8 - + 0x4) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" + \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x4 + 0xC800) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x4 + 0x19000) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x1 + 0x25800) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x19003) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x2 + 0x28A00) << 2,asuint(age));\n + \ attributeBuffer.Store((index * 0x2 + 0x28A01) << 2,uint(alive));\n + \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n + \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x4 + 0xC800) << 2,asuint(targetPosition));\n + \ attributeBuffer.Store3((index * 0x4 + 0x19000) << 2,asuint(color));\n + \ attributeBuffer.Store((index * 0x1 + 0x25800) << 2,asuint(lifetime));\n + \ attributeBuffer.Store((index * 0x4 + 0x19003) << 2,asuint(alpha));\n + \ attributeBuffer.Store((index * 0x2 + 0x28A00) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x2 + 0x28A01) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 2]Update' - source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n - \ float3 Sphere_center_a;\n float deltaTime_a;\n float Color_b;\n uint3 - PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define + VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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 + \ float Color_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\r\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer 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 AttributeFromCurve_48A86161(inout + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = - value.rgb;\n alpha = value.a;\n}\nvoid EulerIntegration(inout float3 position, - float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 - groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if - VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x4) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x14C0800) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\tfloat3 - position_source = position;\n\t\t\tfloat3 targetPosition_source = float3(0, + value.rgb;\n alpha = value.a;\n}\nvoid Age(inout float age, float deltaTime)\n{\n + \ age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n + \ if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index + * 0x2 + 0x28A01) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\t\tfloat3 + position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat3 color_source = color;\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)0.5, (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\tAttributeFromCurve_48A86161( - /*inout */color, /*inout */alpha, age, lifetime, Color_b);\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xEA6000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x14C0800) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x4 - + 0xEA6003) << 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] + = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_48A86161( /*inout + */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\tAge( /*inout */age, + deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x19000) + << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x19003) + << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0x28A00) + << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] - = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xEA6000) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1388000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x14C0800) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x4 + 0xEA6003) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x4) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat3 targetPosition_source - = float3(0, 0, 0);\n\t\tfloat3 color_source = color;\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)0.5, (float)0.100000001, (float)0, (float)0, - deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\tAttributeFromCurve_48A86161( /*inout - */color, /*inout */alpha, age, lifetime, Color_b);\n\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, + * 0x2 + 0x28A01) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = + deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 2));\n\t\tfloat3 position_source + = float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat3 + color_source = color;\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\tAttributeFromCurve_48A86161( /*inout */color, + \ /*inout */alpha, age, lifetime, Color_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * - 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 - + 0xEA6000) << 2,asuint(color));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0x14C0800) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0xEA6003) - << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4) << 2,uint(alive));\n\t\t\n\r\n#if + 0x4 + 0x19000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x19003) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x2 + 0x28A00) + << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x2 + 0x28A01) << 2,uint(alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 2]Lit Quad Output' source: "Shader \"Hidden/VFX/System 2/Lit Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull - Off\r\n\t\t\r\n\t\tTags { \"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 + Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" + \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend + One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !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_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT - 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define - VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define - VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define - HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define - IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define USE_NORMAL_BENDING 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\tCBUFFER_START(parameters)\n\t\t + 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT + 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define + VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT + 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT + 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT + 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT + 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define + VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define + VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define + VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW + 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD + 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR + 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define + HDRP_USE_BASE_COLOR 1\n\t\t#define USE_NORMAL_BENDING 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\tCBUFFER_START(parameters)\n\t\t \ float4 Scale_d;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState samplernormalMap;\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\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ - WRITE_NORMAL_BUFFER\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\t// - w: smoothness\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 vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 - normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define - VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if - USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\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 - SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid - ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, - inout float3 position, inout float pivotY, float size, inout float scaleY, float3 - TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t - \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position - - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t - \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, - TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 - Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, - t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t - \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout - */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( - /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if - HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, - out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor - : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#ifdef - WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef - SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the - editor, this code allow to output the outline correctly\n\t\t\t\toutColor = - float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation - float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid - ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ, - inout float3 position, inout float pivotY, float size, inout float scaleY, float3 - TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t - \ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position - - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t - \ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position, - TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - AttributeFromCurve_8BB145A0(inout float scaleX, float age, float lifetime, float4 - Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, - t);\n\t\t\t scaleX *= value.x;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 - targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t - \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout - */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( - /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef - VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) - < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t bentNormalFactor = (float)0;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if - HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define - BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef - VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT - = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat - normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ normalScale = (float)2;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS - = tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS - = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS - *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\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\r\n\t\t\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\t\t\t\n\t\t\tstruct + _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define + _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST + USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM + SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma + enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP + || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define + HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\t\n\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation @@ -1721,7 +1050,9 @@ VisualEffectResource: Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, - t);\n\t\t\t scaleX *= value.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + t);\n\t\t\t scaleX *= value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout + float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\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) + @@ -1732,13 +1063,13 @@ VisualEffectResource: (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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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 @@ -1747,14 +1078,14 @@ VisualEffectResource: 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 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 @@ -1767,8 +1098,9 @@ VisualEffectResource: \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( - /*inout */scaleX, age, lifetime, Scale_d);\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 + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_CEEAF35C( + /*inout */alpha, (float)2);\n\t\t\t\t}\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, @@ -1906,7 +1238,9 @@ VisualEffectResource: Scale) /*attribute:scale Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, - t);\n\t\t\t scaleX *= value.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma + t);\n\t\t\t scaleX *= value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout + float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\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) + @@ -1917,13 +1251,13 @@ VisualEffectResource: (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 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 2));\n\t\t\t\t\t\tbool + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 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 @@ -1932,14 +1266,14 @@ VisualEffectResource: 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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x2 + 0x28A01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9C4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xEA6000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1388000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0xEA6003) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC800) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x19000) << 2));\n\t\t\t\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x25800) << 2));\n\t\t\t\t\t\tfloat + alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x19003) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x2 + 0x28A00) << 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 @@ -1952,8 +1286,9 @@ VisualEffectResource: \ SetAttribute_D5151645( /*inout */scaleY, (float)0.860000014);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ ConnectTarget_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout */pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A0( - /*inout */scaleX, age, lifetime, Scale_d);\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 + /*inout */scaleX, age, lifetime, Scale_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_CEEAF35C( + /*inout */alpha, (float)2);\n\t\t\t\t}\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, @@ -2003,7 +1338,7 @@ VisualEffectResource: *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 - name: '[System 1]CameraSort' + name: '[System 2]CameraSort' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT 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 @@ -2018,9 +1353,9 @@ VisualEffectResource: id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos - = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos = - position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp + * 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\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: @@ -2031,47 +1366,41 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 2 + - op: 5 valueIndex: 2 - data[0]: -1 + data[0]: 0 data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[2]: 1 + data[3]: 2 + - op: 5 valueIndex: 3 - data[0]: -1 + data[0]: 0 data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 + data[2]: 0 + data[3]: 2 + - op: 29 valueIndex: 4 - data[0]: -1 - data[1]: -1 + data[0]: 1 + data[1]: 2 data[2]: -1 - data[3]: 5 - - op: 1 + data[3]: 1 + - op: 29 valueIndex: 5 + data[0]: 2 + data[1]: 1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 6 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 65 - valueIndex: 6 - data[0]: 4 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 26 + - op: 1 valueIndex: 7 - data[0]: 5 - data[1]: 6 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 @@ -2085,21 +1414,21 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 13 - - op: 10 + data[3]: 1 + - op: 1 valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 + data[3]: 13 - op: 1 - valueIndex: 26 + valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 14 - - op: 6 - valueIndex: 27 + - op: 10 + valueIndex: 12 data[0]: -1 data[1]: -1 data[2]: -1 @@ -2109,111 +1438,141 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 7 + data[3]: 13 - op: 1 valueIndex: 29 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 + - op: 26 valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 56 - valueIndex: 31 - data[0]: 9 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 57 - valueIndex: 36 - data[0]: 11 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 31 - valueIndex: 37 data[0]: 7 data[1]: 8 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 38 + valueIndex: 31 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 2 - op: 1 - valueIndex: 39 + valueIndex: 33 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 56 + valueIndex: 34 + data[0]: 12 + data[1]: -1 + data[2]: -1 + data[3]: 0 + - op: 57 + valueIndex: 38 + data[0]: 10 + data[1]: -1 + data[2]: -1 + data[3]: 0 + - op: 6 + valueIndex: 39 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: -1 - op: 1 valueIndex: 40 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 43 + valueIndex: 41 data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 7 + - op: 1 + valueIndex: 42 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 31 + valueIndex: 43 + data[0]: 14 + data[1]: 13 + data[2]: -1 data[3]: 1 - op: 1 valueIndex: 44 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 7 - op: 1 valueIndex: 45 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 1 + data[3]: 6 + - op: 5 valueIndex: 46 + data[0]: 15 + data[1]: -1 + data[2]: 1 + data[3]: 2 + - op: 5 + valueIndex: 47 + data[0]: 15 + data[1]: -1 + data[2]: 0 + data[3]: 2 + - op: 1 + valueIndex: 48 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 valueIndex: 49 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 52 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 55 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 58 + valueIndex: 50 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 1 + valueIndex: 51 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 54 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 57 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 56 + valueIndex: 60 + data[0]: 9 + data[1]: -1 + data[2]: -1 + data[3]: 1 - op: 9 - valueIndex: 59 + valueIndex: 64 data[0]: -1 data[1]: -1 data[2]: -1 @@ -2224,56 +1583,50 @@ VisualEffectResource: m_PropertySheet: m_Float: m_Array: - - m_ExpressionIndex: 0 - m_Value: 20 - - m_ExpressionIndex: 1 - m_Value: -10 - - m_ExpressionIndex: 2 - m_Value: 0.5 - - m_ExpressionIndex: 3 - m_Value: 1 - m_ExpressionIndex: 5 + m_Value: 0.5 + - m_ExpressionIndex: 6 + m_Value: 1 + - m_ExpressionIndex: 7 m_Value: 0 - m_ExpressionIndex: 8 + m_Value: 1 + - m_ExpressionIndex: 13 m_Value: 0 - - m_ExpressionIndex: 14 - m_Value: 0.86 - - m_ExpressionIndex: 15 + - m_ExpressionIndex: 16 m_Value: 0.01 - - m_ExpressionIndex: 21 + - m_ExpressionIndex: 20 m_Value: 2 - - m_ExpressionIndex: 23 + - m_ExpressionIndex: 22 + m_Value: 0.86 + - m_ExpressionIndex: 28 m_Value: 6.2831855 - - m_ExpressionIndex: 24 + - m_ExpressionIndex: 29 m_Value: 0.2 - - m_ExpressionIndex: 25 - m_Value: 0.1 - m_ExpressionIndex: 30 m_Value: 0.1 m_Vector2f: - m_Array: [] + m_Array: + - m_ExpressionIndex: 0 + m_Value: {x: -10, y: 10} + - m_ExpressionIndex: 15 + m_Value: {x: 1, y: 3} m_Vector3f: m_Array: - - m_ExpressionIndex: 22 - m_Value: {x: 0, y: 0.1, z: 0} - - m_ExpressionIndex: 26 - m_Value: {x: -1.28, y: -2.14, z: 0} - - m_ExpressionIndex: 27 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 28 - m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 29 + - m_ExpressionIndex: 31 + m_Value: {x: 1000, y: 1000, z: 100} + - m_ExpressionIndex: 32 + m_Value: {x: 1000, y: 1000, z: 1000} + - m_ExpressionIndex: 33 m_Value: {x: 0, y: 0, z: 0} m_Vector4f: m_Array: [] m_Uint: m_Array: - - m_ExpressionIndex: 20 + - m_ExpressionIndex: 25 m_Value: 1 m_Int: - m_Array: - - m_ExpressionIndex: 4 - m_Value: 1 + m_Array: [] m_Matrix4x4f: m_Array: [] m_AnimationCurve: @@ -2321,9 +1674,52 @@ VisualEffectResource: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + - m_ExpressionIndex: 12 + m_Value: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 0.2306778 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 65 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 0.779187 + value: 1 + inSlope: 0 + outSlope: -1.3495437 + tangentMode: 5 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 1 + value: 0 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 m_Gradient: m_Array: - - m_ExpressionIndex: 11 + - m_ExpressionIndex: 10 m_Value: serializedVersion: 2 key0: {r: 0.06480328, g: 0.07818743, b: 0.16202943, a: 1} @@ -2355,209 +1751,217 @@ VisualEffectResource: m_NumAlphaKeys: 2 m_NamedObject: m_Array: - - m_ExpressionIndex: 13 + - m_ExpressionIndex: 21 m_Value: {fileID: 0} - - m_ExpressionIndex: 17 + - m_ExpressionIndex: 24 m_Value: {fileID: 2800000, guid: 0a364d0420e502145a3213df0c138293, type: 3} m_Bool: m_Array: [] m_ExposedExpressions: - - nameId: Cam Collider - index: 26 - - nameId: Factor - index: 4 - nameId: length - index: 25 + index: 30 + - nameId: Lifetime + index: 15 + - nameId: Random Speed + index: 0 + - nameId: Spawnrate Factor + index: 8 - nameId: Spectrum Value 1 - index: 5 + index: 7 m_Buffers: - type: 1 - size: 704000 + size: 80000 layout: - name: position type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: direction - type: 3 - offset: - bucket: 128000 - structure: 8 + structure: 16 element: 0 - name: seed type: 6 offset: - bucket: 128000 - structure: 8 + bucket: 0 + structure: 16 element: 3 + - name: direction + type: 3 + offset: + bucket: 0 + structure: 16 + element: 4 + - name: scaleX + type: 1 + offset: + bucket: 0 + structure: 16 + element: 7 - name: velocity type: 3 offset: - bucket: 128000 - structure: 8 - element: 4 + bucket: 0 + structure: 16 + element: 8 - name: age type: 1 offset: - bucket: 128000 - structure: 8 - element: 7 - - name: lifetime - type: 1 - offset: - bucket: 384000 - structure: 1 - element: 0 + bucket: 0 + structure: 16 + element: 11 - name: alive type: 17 offset: - bucket: 416000 + bucket: 0 + structure: 16 + element: 12 + - name: lifetime + type: 1 + offset: + bucket: 51200 structure: 1 element: 0 - name: targetPosition type: 3 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 0 - name: spawnCount type: 1 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 3 - name: color type: 3 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 4 - capacity: 32000 + capacity: 3200 stride: 4 - type: 1 - size: 26880000 + size: 192000 layout: - name: position type: 3 offset: bucket: 0 - structure: 8 + structure: 4 element: 0 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 4 - name: targetPosition type: 3 offset: - bucket: 10240000 + bucket: 51200 structure: 4 element: 0 - name: color type: 3 offset: - bucket: 15360000 + bucket: 102400 structure: 4 element: 0 - name: alpha type: 1 offset: - bucket: 15360000 + bucket: 102400 structure: 4 element: 3 - name: lifetime type: 1 offset: - bucket: 20480000 + bucket: 153600 structure: 1 element: 0 - - name: velocity - type: 3 + - name: age + type: 1 offset: - bucket: 21760000 - structure: 4 + bucket: 166400 + structure: 2 element: 0 - capacity: 1280000 + - name: alive + type: 17 + offset: + bucket: 166400 + structure: 2 + element: 1 + capacity: 12800 stride: 4 - type: 2 - size: 1280000 + size: 12800 layout: [] capacity: 0 stride: 4 - type: 1 - size: 704000 + size: 80000 layout: - name: position type: 3 offset: bucket: 0 - structure: 4 - element: 0 - - name: direction - type: 3 - offset: - bucket: 128000 - structure: 8 + structure: 16 element: 0 - name: seed type: 6 offset: - bucket: 128000 - structure: 8 + bucket: 0 + structure: 16 element: 3 + - name: direction + type: 3 + offset: + bucket: 0 + structure: 16 + element: 4 + - name: scaleX + type: 1 + offset: + bucket: 0 + structure: 16 + element: 7 - name: velocity type: 3 offset: - bucket: 128000 - structure: 8 - element: 4 + bucket: 0 + structure: 16 + element: 8 - name: age type: 1 offset: - bucket: 128000 - structure: 8 - element: 7 - - name: lifetime - type: 1 - offset: - bucket: 384000 - structure: 1 - element: 0 + bucket: 0 + structure: 16 + element: 11 - name: alive type: 17 offset: - bucket: 416000 + bucket: 0 + structure: 16 + element: 12 + - name: lifetime + type: 1 + offset: + bucket: 51200 structure: 1 element: 0 - name: targetPosition type: 3 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 0 - name: spawnCount type: 1 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 3 - name: color type: 3 offset: - bucket: 448000 + bucket: 54400 structure: 8 element: 4 - capacity: 32000 + capacity: 3200 stride: 4 - type: 1 size: 1 @@ -2571,7 +1975,7 @@ VisualEffectResource: capacity: 1 stride: 4 - type: 4 - size: 32000 + size: 3200 layout: [] capacity: 0 stride: 4 @@ -2580,76 +1984,55 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 - - type: 4 - size: 32000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 32000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 32000 - layout: [] - capacity: 0 - stride: 8 - type: 1 - size: 26880000 + size: 192000 layout: - name: position type: 3 offset: bucket: 0 - structure: 8 + structure: 4 element: 0 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 4 - name: targetPosition type: 3 offset: - bucket: 10240000 + bucket: 51200 structure: 4 element: 0 - name: color type: 3 offset: - bucket: 15360000 + bucket: 102400 structure: 4 element: 0 - name: alpha type: 1 offset: - bucket: 15360000 + bucket: 102400 structure: 4 element: 3 - name: lifetime type: 1 offset: - bucket: 20480000 + bucket: 153600 structure: 1 element: 0 - - name: velocity - type: 3 + - name: age + type: 1 offset: - bucket: 21760000 - structure: 4 + bucket: 166400 + structure: 2 element: 0 - capacity: 1280000 + - name: alive + type: 17 + offset: + bucket: 166400 + structure: 2 + element: 1 + capacity: 12800 stride: 4 - type: 4 - size: 1280000 + size: 12800 layout: [] capacity: 0 stride: 4 @@ -2658,6 +2041,21 @@ VisualEffectResource: layout: [] capacity: 0 stride: 4 + - type: 4 + size: 12800 + layout: [] + capacity: 0 + stride: 4 + - type: 0 + size: 12800 + layout: [] + capacity: 0 + stride: 8 + - type: 0 + size: 12800 + layout: [] + capacity: 0 + stride: 8 m_TemporaryBuffers: [] m_CPUBuffers: - capacity: 1 @@ -2715,13 +2113,13 @@ VisualEffectResource: temporaryBuffers: [] values: - nameId: Rate - index: 19 + index: 23 params: [] processor: {fileID: 0} shaderSourceIndex: -1 - type: 1 - flags: 3 - capacity: 32000 + flags: 1 + capacity: 3200 layer: 0 buffers: - nameId: attributeBuffer @@ -2734,17 +2132,11 @@ VisualEffectResource: index: 6 - nameId: spawner_input index: 1 - - nameId: indirectBuffer - index: 7 - - nameId: sortBufferA - index: 8 - - nameId: sortBufferB - index: 9 values: - nameId: bounds_center - index: 29 + index: 33 - nameId: bounds_size - index: 28 + index: 32 tasks: - type: 536870912 buffers: @@ -2757,12 +2149,16 @@ VisualEffectResource: - nameId: sourceAttributeBuffer index: 4 temporaryBuffers: [] - values: [] + values: + - nameId: A_b + index: 27 + - nameId: B_b + index: 26 params: - nameId: bounds_center - index: 29 + index: 33 - nameId: bounds_size - index: 28 + index: 32 processor: {fileID: 0} shaderSourceIndex: 0 - type: 805306368 @@ -2771,60 +2167,30 @@ VisualEffectResource: index: 0 - nameId: deadListOut index: 5 - - nameId: indirectBuffer - index: 7 - nameId: eventListOut_a index: 2 temporaryBuffers: [] values: - nameId: uniform_b - index: 10 - - nameId: Sphere_center_d - index: 26 - - nameId: deltaTime_d - index: 12 + index: 11 + - nameId: uniform_c + index: 2 + - nameId: uniform_d + index: 3 + - nameId: uniform_e + index: 1 + - nameId: uniform_f + index: 4 + - nameId: Scale_d + index: 34 + - nameId: deltaTime_e + index: 19 params: [] processor: {fileID: 0} shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 7 - - nameId: outputBuffer - index: 8 - - nameId: deadListCount - index: 6 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 31 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 7 - - nameId: deadListCount - index: 6 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 13 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 - type: 1 - flags: 5 - capacity: 1280000 + flags: 7 + capacity: 12800 layer: 1 buffers: - nameId: attributeBuffer @@ -2834,14 +2200,20 @@ VisualEffectResource: - nameId: eventList index: 2 - nameId: deadList - index: 11 + index: 8 - nameId: deadListCount + index: 9 + - nameId: indirectBuffer + index: 10 + - nameId: sortBufferA + index: 11 + - nameId: sortBufferB index: 12 values: - nameId: bounds_center - index: 29 + index: 33 - nameId: bounds_size - index: 27 + index: 31 tasks: - type: 536870912 buffers: @@ -2850,56 +2222,79 @@ VisualEffectResource: - nameId: eventList index: 2 - nameId: deadListIn - index: 11 + index: 8 - nameId: deadListCount - index: 12 + index: 9 - nameId: sourceAttributeBuffer index: 0 temporaryBuffers: [] values: - nameId: Lifetime_d - index: 25 + index: 30 params: - nameId: bounds_center - index: 29 + index: 33 - nameId: bounds_size - index: 27 + index: 31 processor: {fileID: 0} - shaderSourceIndex: 3 + shaderSourceIndex: 2 - type: 805306368 buffers: - nameId: attributeBuffer index: 1 - nameId: deadListOut - index: 11 + index: 8 + - nameId: indirectBuffer + index: 10 temporaryBuffers: [] values: - - nameId: Sphere_center_a - index: 26 - - nameId: deltaTime_a - index: 12 - - nameId: Color_b + - nameId: Color_a index: 18 + - nameId: deltaTime_b + index: 19 params: [] processor: {fileID: 0} - shaderSourceIndex: 4 + shaderSourceIndex: 3 + - type: 805306369 + buffers: + - nameId: attributeBuffer + index: 1 + - nameId: inputBuffer + index: 10 + - nameId: outputBuffer + index: 11 + - nameId: deadListCount + index: 9 + temporaryBuffers: [] + values: + - nameId: localToWorld + index: 35 + params: [] + processor: {fileID: 0} + shaderSourceIndex: 5 - type: 1073741826 buffers: 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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 index e87c722..8262665 100644 --- a/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx +++ b/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/ConformObjects.vfx @@ -85,8 +85,8 @@ MonoBehaviour: serializedVersion: 2 x: -1581 y: -208 - width: 2806 - height: 2768 + width: 2996 + height: 2771 --- !u!114 &114350483966674976 MonoBehaviour: m_ObjectHideFlags: 1 @@ -141,6 +141,9 @@ MonoBehaviour: - {fileID: 8926484042661618440} - {fileID: 8926484042661618442} - {fileID: 8926484042661618450} + - {fileID: 8926484042661618490} + - {fileID: 8926484042661618504} + - {fileID: 8926484042661618518} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -237,6 +240,70 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + - name: FloorCollider + path: + tooltip: + sheetType: + realType: Transform + defaultValue: + m_Type: + m_SerializableType: + m_SerializableObject: + min: -Infinity + max: Infinity + descendantCount: 3 + - name: position + path: FloorCollider_position + tooltip: The transform position. + 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 + - name: angles + path: FloorCollider_angles + tooltip: The euler angles of the transform. + 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 + - name: scale + path: FloorCollider_scale + tooltip: The scale of the transform along each axis. + 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":1.0,"y":1.0,"z":1.0}' + min: -Infinity + max: Infinity + descendantCount: 0 + - name: ReturnForce + path: ReturnForce + 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: 3 + min: -Infinity + max: Infinity + descendantCount: 0 m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] @@ -689,7 +756,7 @@ VisualEffectResource: \ 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 float Intensity_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include + 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 @@ -719,30 +786,30 @@ 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_y = RAND;\n\t\t\t float tmp_z = tmp_y * uniform_d;\n\t\t\t - \ float tmp_ba = uniform_c + tmp_z;\n\t\t\t float3 tmp_bb = float3(tmp_ba, - tmp_ba, tmp_ba);\n\t\t\t float3 tmp_bc = direction * tmp_bb;\n\t\t\t float3 - tmp_bd = targetPosition * tmp_bb;\n\t\t\t float3 tmp_be = tmp_bd - tmp_bc;\n\t\t\t - \ float3 tmp_bf = uniform_e * tmp_be;\n\t\t\t float3 tmp_bg = tmp_bc + - tmp_bf;\n\t\t\t float3 tmp_bh = uniform_b * tmp_bg;\n\t\t\t float tmp_bi - = tmp_bh[2];\n\t\t\t float tmp_bj = tmp_bh[1];\n\t\t\t float tmp_bk = - tmp_bi + tmp_bj;\n\t\t\t float tmp_bl = tmp_bh[0];\n\t\t\t float tmp_bm - = tmp_bk + tmp_bl;\n\t\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t - \ float3 tmp_bo = uniform_b * tmp_bn;\n\t\t\t float3 tmp_bp = tmp_bg - - tmp_bo;\n\t\t\t float3 tmp_bq = tmp_bp * uniform_f;\n\t\t\t float3 tmp_br - = tmp_bo + tmp_bq;\n\t\t\t float tmp_bs = tmp_bp[1];\n\t\t\t float tmp_bt - = tmp_bs * uniform_g;\n\t\t\t float tmp_bu = tmp_bp[2];\n\t\t\t float - tmp_bv = tmp_bu * uniform_h;\n\t\t\t float tmp_bw = tmp_bt - tmp_bv;\n\t\t\t - \ float tmp_bx = tmp_bu * uniform_i;\n\t\t\t float tmp_by = tmp_bp[0];\n\t\t\t - \ float tmp_bz = tmp_by * uniform_g;\n\t\t\t float tmp_ca = tmp_bx - tmp_bz;\n\t\t\t - \ float tmp_cb = tmp_by * uniform_h;\n\t\t\t float tmp_cc = tmp_bs * uniform_i;\n\t\t\t - \ float tmp_cd = tmp_cb - tmp_cc;\n\t\t\t float3 tmp_ce = float3(tmp_bw, - tmp_ca, tmp_cd);\n\t\t\t float3 tmp_cf = tmp_ce * uniform_j;\n\t\t\t float3 - tmp_cg = tmp_br + tmp_cf;\n\t\t\t float3 tmp_ch = tmp_cg - position;\n\t\t\t - \ float3 tmp_cj = tmp_ch * float3(10, 10, 10);\n\t\t\t float3 tmp_ck = - tmp_cj * uniform_k;\n\t\t\t float3 tmp_cm = float3(0, 0, 0) - tmp_ck;\n\t\t\t - \ float3 tmp_cn = uniform_l * 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 + \ 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( @@ -760,33 +827,32 @@ 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_y = RAND;\n\t\t float - tmp_z = tmp_y * uniform_d;\n\t\t float tmp_ba = uniform_c + tmp_z;\n\t\t - \ float3 tmp_bb = float3(tmp_ba, tmp_ba, tmp_ba);\n\t\t float3 tmp_bc = - direction * tmp_bb;\n\t\t float3 tmp_bd = targetPosition * tmp_bb;\n\t\t - \ float3 tmp_be = tmp_bd - tmp_bc;\n\t\t float3 tmp_bf = uniform_e * tmp_be;\n\t\t - \ float3 tmp_bg = tmp_bc + tmp_bf;\n\t\t float3 tmp_bh = uniform_b * tmp_bg;\n\t\t - \ float tmp_bi = tmp_bh[2];\n\t\t float tmp_bj = tmp_bh[1];\n\t\t float - tmp_bk = tmp_bi + tmp_bj;\n\t\t float tmp_bl = tmp_bh[0];\n\t\t float - tmp_bm = tmp_bk + tmp_bl;\n\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t - \ float3 tmp_bo = uniform_b * tmp_bn;\n\t\t float3 tmp_bp = tmp_bg - tmp_bo;\n\t\t - \ float3 tmp_bq = tmp_bp * uniform_f;\n\t\t float3 tmp_br = tmp_bo + tmp_bq;\n\t\t - \ float tmp_bs = tmp_bp[1];\n\t\t float tmp_bt = tmp_bs * uniform_g;\n\t\t - \ float tmp_bu = tmp_bp[2];\n\t\t float tmp_bv = tmp_bu * uniform_h;\n\t\t - \ float tmp_bw = tmp_bt - tmp_bv;\n\t\t float tmp_bx = tmp_bu * uniform_i;\n\t\t - \ float tmp_by = tmp_bp[0];\n\t\t float tmp_bz = tmp_by * uniform_g;\n\t\t - \ float tmp_ca = tmp_bx - tmp_bz;\n\t\t float tmp_cb = tmp_by * uniform_h;\n\t\t - \ float tmp_cc = tmp_bs * uniform_i;\n\t\t float tmp_cd = tmp_cb - tmp_cc;\n\t\t - \ float3 tmp_ce = float3(tmp_bw, tmp_ca, tmp_cd);\n\t\t float3 tmp_cf = - tmp_ce * uniform_j;\n\t\t float3 tmp_cg = tmp_br + tmp_cf;\n\t\t float3 - tmp_ch = tmp_cg - position;\n\t\t float3 tmp_cj = tmp_ch * float3(10, 10, - 10);\n\t\t float3 tmp_ck = tmp_cj * uniform_k;\n\t\t float3 tmp_cm = float3(0, - 0, 0) - tmp_ck;\n\t\t float3 tmp_cn = uniform_l * 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_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( /*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 @@ -1022,69 +1088,69 @@ VisualEffectResource: data[1]: 2 data[2]: -1 data[3]: 1 - - op: 27 + - op: 1 valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 27 + valueIndex: 6 data[0]: 4 data[1]: 2 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 6 + valueIndex: 7 data[0]: -1 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m_PrefabAsset: {fileID: 0} + m_Name: Rotations + m_Graph: {fileID: 114350483966674976} + m_ShaderSources: + - compute: 1 + name: '[System 1]Initialize' + source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT + 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define + VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SPAWNCOUNT_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT + 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define + VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT + 1\n#define VFX_USE_SPAWNCOUNT_SOURCE 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 + spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n + \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint + nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV + to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if + VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer + inputAdditional;\r\n#endif\r\n\r\nvoid PositionSequential_913D42CB(uint particleId, + inout float3 position, float3 computedPosition) /*shape:ThreeDimensional index:ParticleID + writePosition:True writeTargetPosition:False mode:Wrap */\n{\n position += + computedPosition;\n \n}\nvoid SetAttribute_48A7BEFB(inout float angleZ, float + Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Z + */\n{\n angleZ = Angle.x;\n}\nvoid SetAttribute_3278B22F(inout float size, + float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ + */\n{\n size = Size;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y + * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput + * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n + \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n + \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n + \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex + = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\r\n#endif\r\n uint particleId + = (uint)0;\n float3 position = float3(0, 0, 0);\n float angleZ + = (float)0;\n float size = (float)0.100000001;\n float scaleX + = (float)1;\n float scaleY = (float)1;\n float scaleZ = (float)1;\n + \ float angleX = (float)0;\n float angleY = (float)0;\n float3 + color = float3(1, 1, 1);\n float spawnCount_source = asfloat(sourceAttributeBuffer.Load((sourceIndex + * 0x1 + 0x0) << 2));\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 float tmp_t = + spawnCount_source;\n uint tmp_u = (uint)tmp_t;\n float + tmp_v = (float)tmp_u;\n float tmp_x = pow(tmp_v, (float)0.5);\n uint + tmp_y = (uint)tmp_x;\n uint tmp_z = tmp_y * tmp_y;\n uint + tmp_ba = particleId / tmp_z;\n uint tmp_bb = tmp_ba * tmp_z;\n uint + tmp_bc = particleId - tmp_bb;\n uint tmp_bd = tmp_bc / tmp_y;\n float + tmp_be = (float)tmp_bd;\n uint tmp_bf = tmp_bd * tmp_y;\n uint + tmp_bg = tmp_bc - tmp_bf;\n float tmp_bh = (float)tmp_bg;\n uint + tmp_bi = tmp_bc - tmp_bc;\n float tmp_bj = (float)tmp_bi;\n float3 + tmp_bk = float3(tmp_be, tmp_bh, tmp_bj);\n float tmp_bl = (float)tmp_y;\n + \ float3 tmp_bn = float3(tmp_bl, tmp_bl, (float)1);\n float3 + tmp_bp = tmp_bn - float3(1, 1, 1);\n float3 tmp_bq = max(tmp_bp, + float3(1, 1, 1));\n float3 tmp_br = tmp_bk / tmp_bq;\n float3 + tmp_bt = tmp_br * float3(2, 2, 2);\n float3 tmp_bu = tmp_bt - float3(1, + 1, 1);\n float tmp_bv = tmp_bu[0];\n float3 tmp_bw = float3(tmp_bv, + tmp_bv, tmp_bv);\n float3 tmp_bx = saturate(tmp_bp);\n float + tmp_by = tmp_bx[0];\n float3 tmp_bz = float3(tmp_by, tmp_by, tmp_by);\n + \ float3 tmp_ca = tmp_bw * tmp_bz;\n float3 tmp_cc = tmp_ca + * float3(10, 0, 0);\n float tmp_cd = tmp_bu[1];\n float3 + tmp_ce = float3(tmp_cd, tmp_cd, tmp_cd);\n float tmp_cf = tmp_bx[1];\n + \ float3 tmp_cg = float3(tmp_cf, tmp_cf, tmp_cf);\n float3 + tmp_ch = tmp_ce * tmp_cg;\n float3 tmp_cj = tmp_ch * float3(0, 10, + 0);\n float3 tmp_ck = tmp_cc + tmp_cj;\n PositionSequential_913D42CB(particleId, + \ /*inout */position, tmp_ck);\n }\n {\n float tmp_t + = (float)particleId;\n float tmp_v = max(tmp_t, (float)0);\n float + tmp_w = spawnCount_source;\n uint tmp_x = (uint)tmp_w;\n float + tmp_y = (float)tmp_x;\n float tmp_ba = pow(tmp_y, (float)0.5);\n + \ float tmp_bb = tmp_ba * tmp_ba;\n float tmp_bc = min(tmp_v, + tmp_bb);\n float tmp_bd = tmp_bc / tmp_bb;\n float tmp_bf + = tmp_bd * (float)360;\n SetAttribute_48A7BEFB( /*inout */angleZ, + tmp_bf);\n }\n {\n SetAttribute_3278B22F( /*inout */size, + (float)0.00999999978);\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 + * 0x3 + 0x61B00) << 2,asuint(angleZ));\n attributeBuffer.Store((index + * 0x1 + 0xAAF40) << 2,asuint(size));\n attributeBuffer.Store((index + * 0x8 + 0xC3603) << 2,asuint(scaleX));\n attributeBuffer.Store((index + * 0x8 + 0xC3604) << 2,asuint(scaleY));\n attributeBuffer.Store((index + * 0x8 + 0xC3605) << 2,asuint(scaleZ));\n attributeBuffer.Store((index + * 0x3 + 0x61B01) << 2,asuint(angleX));\n attributeBuffer.Store((index + * 0x3 + 0x61B02) << 2,asuint(angleY));\n attributeBuffer.Store3((index + * 0x8 + 0xC3600) << 2,asuint(color));\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 * + 0x3 + 0x61B00) << 2,asuint(angleZ));\n attributeBuffer.Store((index * + 0x1 + 0xAAF40) << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + + 0xC3603) << 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x8 + + 0xC3604) << 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x8 + + 0xC3605) << 2,asuint(scaleZ));\n attributeBuffer.Store((index * 0x3 + + 0x61B01) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x3 + + 0x61B02) << 2,asuint(angleY));\n attributeBuffer.Store3((index * 0x8 + + 0xC3600) << 2,asuint(color));\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_ANGLEZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define + VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT + 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_COLOR_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\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer + deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer + indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint + dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151642(inout + float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale + Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n scaleX + = Scale.x;\n scaleY = Scale.y;\n scaleZ = Scale.z;\n}\nvoid SetAttribute_44ECFDE2(inout + float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle + Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n angleX += Angle.x;\n + \ angleY += Angle.y;\n angleZ += Angle.z;\n}\nvoid SetAttribute_FDD06EC7(inout + float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot + Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid + CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId + \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif + (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\tfloat + angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 2));\n\t\t\tfloat + spawnCount_source = (float)0;\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 SetAttribute_D5151642( + /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(15, 15, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t + \ SetAttribute_44ECFDE2( /*inout */angleX, /*inout */angleY, /*inout */angleZ, + float3(0, 0, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_t = position[0];\n\t\t\t + \ float tmp_v = tmp_t * (float)2;\n\t\t\t float tmp_x = position[1];\n\t\t\t + \ float tmp_y = tmp_x * (float)2;\n\t\t\t float3 tmp_z = float3(tmp_v, + (float)1, tmp_y);\n\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_z);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif + (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B00) + << 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3603) + << 2,asuint(scaleX));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3604) + << 2,asuint(scaleY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xC3605) + << 2,asuint(scaleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B01) + << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x61B02) + << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0xC3600) + << 2,asuint(color));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint + indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] + = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint + deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] + = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x0) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B00) << 2));\n\t\tfloat scaleX = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3603) << 2));\n\t\tfloat scaleY = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3604) << 2));\n\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3605) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B01) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B02) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC3600) << 2));\n\t\tfloat spawnCount_source = (float)0;\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 + \ SetAttribute_D5151642( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, + float3(15, 15, 1));\n\t\t}\n\t\t{\n\t\t SetAttribute_44ECFDE2( /*inout */angleX, + \ /*inout */angleY, /*inout */angleZ, float3(0, 0, 1));\n\t\t}\n\t\t{\n\t\t + \ float tmp_t = position[0];\n\t\t float tmp_v = tmp_t * (float)2;\n\t\t + \ float tmp_x = position[1];\n\t\t float tmp_y = tmp_x * (float)2;\n\t\t + \ float3 tmp_z = float3(tmp_v, (float)1, tmp_y);\n\t\t SetAttribute_FDD06EC7( + /*inout */color, tmp_z);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index + * 0x3 + 0x61B00) << 2,asuint(angleZ));\n\t\tattributeBuffer.Store((index * 0x8 + + 0xC3603) << 2,asuint(scaleX));\n\t\tattributeBuffer.Store((index * 0x8 + 0xC3604) + << 2,asuint(scaleY));\n\t\tattributeBuffer.Store((index * 0x8 + 0xC3605) << + 2,asuint(scaleZ));\n\t\tattributeBuffer.Store((index * 0x3 + 0x61B01) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index + * 0x3 + 0x61B02) << 2,asuint(angleY));\n\t\tattributeBuffer.Store3((index * + 0x8 + 0xC3600) << 2,asuint(color));\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\"=\"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_POSITION_CURRENT + 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define + VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define + VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define + VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT + 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define + VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define + VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D + mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define + VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer + attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer + indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer + deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat + nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t// + 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};\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\t\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat + angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 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\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 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 + spawnCount_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (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\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat 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 + spawnCount_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\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\t\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat + angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat + size = asfloat(attributeBuffer.Load((index * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat + scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat + scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat + scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat + angleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat + angleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 + color = asfloat(attributeBuffer.Load3((index * 0x8 + 0xC3600) << 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\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 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 + spawnCount_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool + alive = (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\tfloat angleZ = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index + * 0x1 + 0xAAF40) << 2));\n\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3603) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3604) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index + * 0x8 + 0xC3605) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B01) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index + * 0x3 + 0x61B02) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index + * 0x8 + 0xC3600) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 + axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 + axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat 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 + spawnCount_source = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tif + (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x + = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst + float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst + float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, + \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst + float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 + vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst + float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor + = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id + & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x + *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y + *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z + *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 + vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + = TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef + VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) + < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER + 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS + = vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR + = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) + \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef + VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT + = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE + && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE + = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD + = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if + USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, + invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy + = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw + = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if + USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE + = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn + o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma + fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output + o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define + VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a + = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 1 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 2 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 5 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 8 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 9 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 12 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 13 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 16 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 17 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 20 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 23 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 1 + - op: 1 + valueIndex: 24 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 27 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 29 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 3 + - op: 1 + valueIndex: 32 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 2 + - op: 1 + valueIndex: 34 + data[0]: -1 + data[1]: -1 + data[2]: -1 + data[3]: 7 + m_NeedsLocalToWorld: 0 + m_NeedsWorldToLocal: 0 + m_NeededMainCameraBuffers: 0 + 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+guid: 0f6581fe277fe984ba06a47f07149b97 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UnityProject/Assets/Scripts/PdConnection/MidiSyncedLoop.cs b/UnityProject/Assets/Scripts/PdConnection/MidiSyncedLoop.cs index 71205ca..2f2ad04 100644 --- a/UnityProject/Assets/Scripts/PdConnection/MidiSyncedLoop.cs +++ b/UnityProject/Assets/Scripts/PdConnection/MidiSyncedLoop.cs @@ -5,7 +5,7 @@ namespace cylvester { public class MidiSyncedLoop : MonoBehaviour { - [SerializeField, Range(1, 100)] private int loopLengthInBeat = 1; + [SerializeField, Range(1, 128)] private int loopLengthInBeat = 1; [SerializeField] private UnityEvent loopStarted; public void OnSyncReceived(MidiSync midiSync, int counter) diff --git a/UnityProject/Assets/Settings/AzureSettings.asset b/UnityProject/Assets/Settings/AzureSettings.asset index 2789b02..1427623 100644 --- a/UnityProject/Assets/Settings/AzureSettings.asset +++ b/UnityProject/Assets/Settings/AzureSettings.asset @@ -15,13 +15,13 @@ MonoBehaviour: _autoExposure: 0 _exposure: 1 _autoWhiteBalance: 0 - _whiteBalance: 0.045 - _brightness: 0.559 + _whiteBalance: 0.5 + _brightness: 0.448 _contrast: 0.5 _saturation: 0.5 _sharpness: 0.5 _gain: 0.5 - _enableBlc: 1 - _powerIs60Hz: 0 - _maxDepth: 4.54 + _enableBlc: 0 + _powerIs60Hz: 1 + _maxDepth: 1.83 _depthMode: 1 diff --git a/UnityProject/Assets/StreamingAssets/First_Project.csv b/UnityProject/Assets/StreamingAssets/First_Project.csv index 93e8e7c..3dc6aad 100644 --- a/UnityProject/Assets/StreamingAssets/First_Project.csv +++ b/UnityProject/Assets/StreamingAssets/First_Project.csv @@ -1,16 +1,15 @@ Scene Title,BPM,Notes +Zero,182, Intro,182, Vorstellung,182, Form,182, Farbe,182, Bewegung,182, -Mehrere,182, Musik,182, -BlackLines,182, -Black_Lines_3D,182,Spin Camera around -next,182, -Black_Lines_2D,182,"16 Black Lines. VFX Graph, One for each channel" -,, -,, -,, +BL_Front,182, +BL_Side,182, +BL_Dolly,182, +BL_noGravity,182, +BL_Solo,182, +Dark_Trails,182, ,, \ No newline at end of file diff --git a/UnityProject/Assets/StreamingAssets/pd/patch/analyzer.pd b/UnityProject/Assets/StreamingAssets/pd/patch/analyzer.pd index f3d7fbf..d2ebb9a 100644 --- a/UnityProject/Assets/StreamingAssets/pd/patch/analyzer.pd +++ b/UnityProject/Assets/StreamingAssets/pd/patch/analyzer.pd @@ -1,4 +1,4 @@ -#N canvas -3090 415 1690 536 10; +#N canvas 254 1027 1690 536 10; #X declare -lib timbreID/timbreIDLib; #X obj 484 442 adc~ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16; #X obj 414 483 dac~, f 6; @@ -593,13 +593,13 @@ samples/kick.wav kick \, read -resize samples/closed.wav closed; #X floatatom 1472 98 5 0 0 1 BPM - midi_sim_tempo; #X text 1374 100 Clock Sim.:; #X obj 1451 98 tgl 15 0 clock_sim_start_stop empty empty 17 7 0 10 --204786 -1 -1 1 1; +-204786 -1 -1 0 1; #X text 1198 40 Simulate the Press of a 1_Bar or 4_Bar 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