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+ * 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x1 + 0x80000) << 2,asuint(particleId));\n attributeBuffer.Store3((index
+ * 0x4 + 0x90000) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0x2 + 0xD0000) << 2,asuint(scaleY));\n attributeBuffer.Store((index
+ * 0x2 + 0xD0001) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n
+ \ uint index = particleIndex;\r\n attributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
+ * 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
+ * 0x1 + 0x80000) << 2,asuint(particleId));\n attributeBuffer.Store3((index
+ * 0x4 + 0x90000) << 2,asuint(velocity));\n attributeBuffer.Store((index
+ * 0x2 + 0xD0000) << 2,asuint(scaleY));\n attributeBuffer.Store((index
+ * 0x2 + 0xD0001) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]Update'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
+ VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
+ 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
+ VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
+ \ float4 Scale_d;\n float4 Alpha_e;\n float uniform_b;\n float deltaTime_a;\n
+ \ float Color_c;\n uint PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState
+ samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
+ \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
+ attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer
+ deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer
+ indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
+ dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Force_1(inout
+ float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative
+ */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid
+ SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
+ Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid AttributeFromCurve_30403583(inout
+ float3 color, float3 velocity, float Color, float2 SpeedRange) /*attribute:color
+ Composition:Add AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent
+ ColorMode:Color channels:XYZ */\n{\n float t = saturate((length(velocity)
+ - SpeedRange.x) * SpeedRange.y);\n float4 value = 0.0f;\n value = SampleGradient(Color,
+ t);\n color += value.rgb;\n}\nvoid AttributeFromCurve_57216CF6(inout float
+ scaleY, float3 velocity, float4 Scale, float2 SpeedRange) /*attribute:scale
+ Composition:Overwrite AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent
+ ColorMode:ColorAndAlpha channels:Y */\n{\n float t = saturate((length(velocity)
+ - SpeedRange.x) * SpeedRange.y);\n float value = 0.0f;\n value = SampleCurve(Scale,
+ t);\n scaleY = value.x;\n}\nvoid AttributeFromCurve_B70344F(inout float alpha,
+ float3 velocity, float4 Alpha, float2 SpeedRange) /*attribute:alpha Composition:Overwrite
+ AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha
+ channels:XYZ */\n{\n float t = saturate((length(velocity) - SpeedRange.x)
+ * SpeedRange.y);\n float value = 0.0f;\n value = SampleCurve(Alpha, t);\n
+ \ alpha = value;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
+ float deltaTime)\n{\n position += velocity * deltaTime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
+ CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
+ \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
+ (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3
+ position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3
+ color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\tuint
+ particleId = (attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
+ velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\tfloat
+ mass = (float)1;\n\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index *
+ 0x2 + 0xD0000) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x2 + 0xD0001) << 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 uint tmp_bb = particleId
+ / (uint)65536;\n\t\t\t uint tmp_bc = tmp_bb * (uint)65536;\n\t\t\t uint
+ tmp_bd = particleId - tmp_bc;\n\t\t\t uint tmp_bf = tmp_bd / (uint)256;\n\t\t\t
+ \ float tmp_bg = (float)tmp_bf;\n\t\t\t uint tmp_bh = tmp_bf - tmp_bf;\n\t\t\t
+ \ float tmp_bi = (float)tmp_bh;\n\t\t\t uint tmp_bj = tmp_bf * (uint)256;\n\t\t\t
+ \ uint tmp_bk = tmp_bd - tmp_bj;\n\t\t\t float tmp_bl = (float)tmp_bk;\n\t\t\t
+ \ float3 tmp_bm = float3(tmp_bg, tmp_bi, tmp_bl);\n\t\t\t float3 tmp_bo
+ = tmp_bm / float3(255, 1, 255);\n\t\t\t float3 tmp_bq = tmp_bo * float3(2,
+ 2, 2);\n\t\t\t float3 tmp_bs = tmp_bq - float3(1, 1, 1);\n\t\t\t float
+ tmp_bt = tmp_bs[0];\n\t\t\t float3 tmp_bu = float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t
+ \ float3 tmp_bw = tmp_bu * float3(1, 0, 0);\n\t\t\t float tmp_bx = tmp_bs[2];\n\t\t\t
+ \ float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t\t float3 tmp_ca
+ = tmp_by * float3(0, 0, 1);\n\t\t\t float3 tmp_cb = tmp_bw + tmp_ca;\n\t\t\t
+ \ float tmp_cc = tmp_cb[0];\n\t\t\t float tmp_cd = position[0];\n\t\t\t
+ \ float tmp_ce = tmp_cc - tmp_cd;\n\t\t\t float tmp_cf = position[2];\n\t\t\t
+ \ float2 tmp_cg = float2(tmp_cd, tmp_cf);\n\t\t\t float2 tmp_ci = tmp_cg
+ - float2(-1, -1);\n\t\t\t float2 tmp_ck = tmp_ci / float2(2, 2);\n\t\t\t
+ \ float4 tmp_cm = SampleTexture(VFX_SAMPLER(texture_b),tmp_ck,(float)0);\n\t\t\t
+ \ float tmp_cn = tmp_cm[0];\n\t\t\t float tmp_co = tmp_cn * uniform_b;\n\t\t\t
+ \ float tmp_cp = position[1];\n\t\t\t float tmp_cq = tmp_co - tmp_cp;\n\t\t\t
+ \ float tmp_cr = tmp_cb[2];\n\t\t\t float tmp_cs = tmp_cr - tmp_cf;\n\t\t\t
+ \ float3 tmp_ct = float3(tmp_ce, tmp_cq, tmp_cs);\n\t\t\t float3 tmp_cv
+ = tmp_ct * float3(5, 5, 5);\n\t\t\t Force_1( /*inout */velocity, mass, tmp_cv,
+ (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_ba = position[0];\n\t\t\t
+ \ float tmp_bb = position[2];\n\t\t\t float2 tmp_bc = float2(tmp_ba, tmp_bb);\n\t\t\t
+ \ float2 tmp_be = tmp_bc - float2(-1, -1);\n\t\t\t float2 tmp_bg = tmp_be
+ / float2(2, 2);\n\t\t\t float4 tmp_bi = SampleTexture(VFX_SAMPLER(texture_b),tmp_bg,(float)0);\n\t\t\t
+ \ float tmp_bj = tmp_bi[0];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float
+ tmp_bl = tmp_bi[2];\n\t\t\t float3 tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t\t
+ \ SetAttribute_FDD06EC7( /*inout */color, tmp_bm);\n\t\t\t}\n\t\t\t{\n\t\t\t
+ \ AttributeFromCurve_30403583( /*inout */color, velocity, Color_c, float2(0,
+ 1));\n\t\t\t}\n\t\t\t{\n\t\t\t AttributeFromCurve_57216CF6( /*inout */scaleY,
+ velocity, Scale_d, float2(0, 10));\n\t\t\t}\n\t\t\t{\n\t\t\t AttributeFromCurve_B70344F(
+ /*inout */alpha, velocity, Alpha_e, float2(0, 1));\n\t\t\t}\n\t\t\tEulerIntegration(
+ /*inout */position, velocity, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x40000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x90000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
+ * 0x2 + 0xD0000) << 2,asuint(scaleY));\n\t\t\t\tattributeBuffer.Store((index
+ * 0x2 + 0xD0001) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
+ \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
+ deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
+ = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x40000) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
+ * 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x90000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
+ * 0x2 + 0xD0000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x2 + 0xD0001) << 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 uint tmp_bb = particleId / (uint)65536;\n\t\t
+ \ uint tmp_bc = tmp_bb * (uint)65536;\n\t\t uint tmp_bd = particleId -
+ tmp_bc;\n\t\t uint tmp_bf = tmp_bd / (uint)256;\n\t\t float tmp_bg = (float)tmp_bf;\n\t\t
+ \ uint tmp_bh = tmp_bf - tmp_bf;\n\t\t float tmp_bi = (float)tmp_bh;\n\t\t
+ \ uint tmp_bj = tmp_bf * (uint)256;\n\t\t uint tmp_bk = tmp_bd - tmp_bj;\n\t\t
+ \ float tmp_bl = (float)tmp_bk;\n\t\t float3 tmp_bm = float3(tmp_bg, tmp_bi,
+ tmp_bl);\n\t\t float3 tmp_bo = tmp_bm / float3(255, 1, 255);\n\t\t float3
+ tmp_bq = tmp_bo * float3(2, 2, 2);\n\t\t float3 tmp_bs = tmp_bq - float3(1,
+ 1, 1);\n\t\t float tmp_bt = tmp_bs[0];\n\t\t float3 tmp_bu = float3(tmp_bt,
+ tmp_bt, tmp_bt);\n\t\t float3 tmp_bw = tmp_bu * float3(1, 0, 0);\n\t\t float
+ tmp_bx = tmp_bs[2];\n\t\t float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t
+ \ float3 tmp_ca = tmp_by * float3(0, 0, 1);\n\t\t float3 tmp_cb = tmp_bw
+ + tmp_ca;\n\t\t float tmp_cc = tmp_cb[0];\n\t\t float tmp_cd = position[0];\n\t\t
+ \ float tmp_ce = tmp_cc - tmp_cd;\n\t\t float tmp_cf = position[2];\n\t\t
+ \ float2 tmp_cg = float2(tmp_cd, tmp_cf);\n\t\t float2 tmp_ci = tmp_cg
+ - float2(-1, -1);\n\t\t float2 tmp_ck = tmp_ci / float2(2, 2);\n\t\t float4
+ tmp_cm = SampleTexture(VFX_SAMPLER(texture_b),tmp_ck,(float)0);\n\t\t float
+ tmp_cn = tmp_cm[0];\n\t\t float tmp_co = tmp_cn * uniform_b;\n\t\t float
+ tmp_cp = position[1];\n\t\t float tmp_cq = tmp_co - tmp_cp;\n\t\t float
+ tmp_cr = tmp_cb[2];\n\t\t float tmp_cs = tmp_cr - tmp_cf;\n\t\t float3
+ tmp_ct = float3(tmp_ce, tmp_cq, tmp_cs);\n\t\t float3 tmp_cv = tmp_ct * float3(5,
+ 5, 5);\n\t\t Force_1( /*inout */velocity, mass, tmp_cv, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
+ \ float tmp_ba = position[0];\n\t\t float tmp_bb = position[2];\n\t\t float2
+ tmp_bc = float2(tmp_ba, tmp_bb);\n\t\t float2 tmp_be = tmp_bc - float2(-1,
+ -1);\n\t\t float2 tmp_bg = tmp_be / float2(2, 2);\n\t\t float4 tmp_bi
+ = SampleTexture(VFX_SAMPLER(texture_b),tmp_bg,(float)0);\n\t\t float tmp_bj
+ = tmp_bi[0];\n\t\t float tmp_bk = tmp_bi[1];\n\t\t float tmp_bl = tmp_bi[2];\n\t\t
+ \ float3 tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t SetAttribute_FDD06EC7(
+ /*inout */color, tmp_bm);\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_30403583(
+ /*inout */color, velocity, Color_c, float2(0, 1));\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_57216CF6(
+ /*inout */scaleY, velocity, Scale_d, float2(0, 10));\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_B70344F(
+ /*inout */alpha, velocity, Alpha_e, float2(0, 1));\n\t\t}\n\t\tEulerIntegration(
+ /*inout */position, velocity, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
+ * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4
+ + 0x40000) << 2,asuint(color));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x90000)
+ << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x2 + 0xD0000) <<
+ 2,asuint(scaleY));\n\t\tattributeBuffer.Store((index * 0x2 + 0xD0001) << 2,asuint(alpha));\n\t\t\n\r\n#if
+ VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
+ = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
+ - compute: 0
+ name: '[System 1]Mesh Output'
+ source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
+ 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 Back\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_SCALEY_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_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\n\t\t\n\t\t\n\t\t#define
+ VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D
+ 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\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\t\n\n\t\t\t\n\t\t\tstruct
+ vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3
+ normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent
+ : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
+ vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index
+ = instanceID;\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 * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
+ scaleY = asfloat(attributeBuffer.Load((index * 0x2 + 0xD0000) << 2));\n\t\t\t\t\t\tfloat
+ alpha = asfloat(attributeBuffer.Load((index * 0x2 + 0xD0001) << 2));\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
+ axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
+ angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
+ angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
+ pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
+ size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
+ scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
+ alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
+ o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
+ * 0x2 + 0xD0000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
+ * 0x2 + 0xD0001) << 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
+ 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)0.00899999961);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
+ (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\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\tfloat4x4 elementToVFX
+ = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
+ vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
+ = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
+ i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
+ = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
+ = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\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\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\treturn
+ o;\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\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\t\n\t\t\t\t#define
+ VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
+ color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
+ VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
+ VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
+ VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
+ = VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
+ = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
+ - compute: 1
+ name: '[System 1]CameraSort'
+ source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
+ 1\n#define VFX_WORLD_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\nCBUFFER_START(params)\r\n
+ \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
+ \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer
+ inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
+ Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer
+ outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
+ groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
+ threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
+ id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
+ * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
+ inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
+ * 0x4 + 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
+ 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"
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diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Spectrogram Force Position.vfx.meta b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Spectrogram Force Position.vfx.meta
new file mode 100644
index 0000000..4f56e92
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Spectrogram Force Position.vfx.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: ebf655923984d724a847c65a4174a7e0
+VisualEffectImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/SpectrogramVFXBind.cs b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/SpectrogramVFXBind.cs
new file mode 100644
index 0000000..8ff8b6a
--- /dev/null
+++ b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/SpectrogramVFXBind.cs
@@ -0,0 +1,19 @@
+using UnityEngine;
+using UnityEngine.Experimental.VFX;
+
+
+namespace cylvester
+{
+ public class SpectrogramVFXBind : MonoBehaviour
+ {
+ [SerializeField] private Spectrogram spectrogram;
+ [SerializeField] private VisualEffect visualEffect;
+
+ public void Update()
+ {
+ visualEffect.SetTexture("Spectrogram", spectrogram.Texture);
+ visualEffect.SetInt("Spectrogram_Index", spectrogram.Index);
+ }
+ }
+
+}
diff --git a/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/SpectrogramVFXBind.cs.meta b/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/script/SpectrogramVFXBind.cs.meta
new file mode 100644
index 0000000..945fb6d
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