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uniform_d;\n float3 uniform_h;\n float uniform_e;\n float3 uniform_i;\n float uniform_f;\n \ float3 uniform_j;\n float uniform_g;\n float3 uniform_k;\n uint PADDING_0;\n float3 uniform_l;\n uint PADDING_1;\n float3 uniform_m;\n \ uint PADDING_2;\n float3 uniform_n;\n uint PADDING_3;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle 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_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\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 particleId = (uint)0;\n float3 velocity = float3(0, 0, 0);\n float age = (float)0;\n uint seed = (uint)0;\n float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n \ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \ \r\n {\n uint tmp_bk = particleId / asuint(uniform_d);\n \ uint tmp_bl = tmp_bk * asuint(uniform_d);\n uint tmp_bm = particleId - tmp_bl;\n uint tmp_bn = tmp_bm / asuint(uniform_e);\n \ float tmp_bo = (float)tmp_bn;\n uint tmp_bp = tmp_bm / asuint(uniform_f);\n uint tmp_bq = tmp_bp / asuint(uniform_g);\n \ uint tmp_br = tmp_bq * asuint(uniform_g);\n uint tmp_bs = tmp_bp - tmp_br;\n float tmp_bt = (float)tmp_bs;\n uint tmp_bu = tmp_bp * asuint(uniform_f);\n uint tmp_bv = tmp_bm - tmp_bu;\n \ float tmp_bw = (float)tmp_bv;\n float3 tmp_bx = float3(tmp_bo, tmp_bt, tmp_bw);\n float3 tmp_by = tmp_bx / uniform_h;\n float3 tmp_ca = tmp_by * float3(2, 2, 2);\n float3 tmp_cc = tmp_ca - float3(1, 1, 1);\n float tmp_cd = tmp_cc[0];\n float3 tmp_ce = float3(tmp_cd, tmp_cd, tmp_cd);\n float3 tmp_cf = tmp_ce * uniform_i;\n float3 tmp_cg = tmp_cf * uniform_j;\n float3 tmp_ch = uniform_c + tmp_cg;\n \ float tmp_ci = tmp_cc[1];\n float3 tmp_cj = float3(tmp_ci, tmp_ci, tmp_ci);\n float3 tmp_ck = tmp_cj * uniform_k;\n float3 tmp_cl = tmp_ck * uniform_l;\n float3 tmp_cm = tmp_ch + tmp_cl;\n \ float tmp_cn = tmp_cc[2];\n float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n float3 tmp_cp = tmp_co * uniform_m;\n float3 tmp_cq = tmp_cp * uniform_n;\n float3 tmp_cr = tmp_cm + tmp_cq;\n \ float3 tmp_cs = mul(uniform_b, float4(tmp_cr, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position, tmp_cs);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n \ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x106100) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x8 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x147944) << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x4 + 0x353B40) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x459C40) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n \ uint index = particleIndex;\r\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x106100) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x8 + 0x147940) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x147943) << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x147944) << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x4 + 0x353B40) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x459C40) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float3 Sphere_center_a;\n float Sphere_radius_a;\n float3 uniform_i;\n \ float Elasticity_a;\n float3 uniform_n;\n float Friction_a;\n float3 uniform_o;\n float LifetimeLoss_a;\n float3 uniform_p;\n float Roughness_a;\n \ float3 uniform_q;\n float deltaTime_a;\n float3 uniform_r;\n float uniform_j;\n float3 uniform_s;\n float uniform_k;\n float3 uniform_t;\n \ float uniform_l;\n float3 uniform_bf;\n float uniform_m;\n float2 uniform_u;\n float2 uniform_v;\n float2 uniform_w;\n float2 uniform_x;\n \ float2 uniform_y;\n float2 uniform_z;\n float2 uniform_ba;\n float2 SpeedRange_d;\n float uniform_bb;\n float uniform_bc;\n float uniform_bd;\n \ float uniform_be;\n float Drag_b;\n float Color_c;\n float Color_d;\n \ uint PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid CollisionSphere_1(inout float3 position, inout float3 velocity, inout float age, float lifetime, inout uint seed, float3 Sphere_center, float Sphere_radius, float Elasticity, float Friction, float LifetimeLoss, float Roughness, float deltaTime, float colliderSign, float radius) /*mode:Solid radiusMode:None roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * colliderSign;\n \n float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal; // random normal on hemisphere, relative to the normal\n \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid Force_1(inout float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n \ velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n \ float t = SampleTime;\n float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = value.rgb;\n alpha = value.a;\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 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}\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\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x106100) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x147940) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x147943) << 2));\n\t\t\tfloat lifetime = (float)1;\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x147944) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x353B40) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x459C40) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t CollisionSphere_1( /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout */seed, Sphere_center_a, Sphere_radius_a, Elasticity_a, Friction_a, LifetimeLoss_a, Roughness_a, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_ch = particleId / asuint(uniform_j);\n\t\t\t uint tmp_ci = tmp_ch * asuint(uniform_j);\n\t\t\t \ uint tmp_cj = particleId - tmp_ci;\n\t\t\t uint tmp_ck = tmp_cj / asuint(uniform_k);\n\t\t\t \ float tmp_cl = (float)tmp_ck;\n\t\t\t uint tmp_cm = tmp_cj / asuint(uniform_l);\n\t\t\t \ uint tmp_cn = tmp_cm / asuint(uniform_m);\n\t\t\t uint tmp_co = tmp_cn * asuint(uniform_m);\n\t\t\t uint tmp_cp = tmp_cm - tmp_co;\n\t\t\t float tmp_cq = (float)tmp_cp;\n\t\t\t uint tmp_cr = tmp_cm * asuint(uniform_l);\n\t\t\t \ uint tmp_cs = tmp_cj - tmp_cr;\n\t\t\t float tmp_ct = (float)tmp_cs;\n\t\t\t \ float3 tmp_cu = float3(tmp_cl, tmp_cq, tmp_ct);\n\t\t\t float3 tmp_cv = tmp_cu / uniform_n;\n\t\t\t float3 tmp_cx = tmp_cv * float3(2, 2, 2);\n\t\t\t \ float3 tmp_cz = tmp_cx - float3(1, 1, 1);\n\t\t\t float tmp_da = tmp_cz[0];\n\t\t\t \ float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t\t float3 tmp_dc = tmp_db * uniform_o;\n\t\t\t float3 tmp_dd = tmp_dc * uniform_p;\n\t\t\t \ float3 tmp_de = uniform_i + tmp_dd;\n\t\t\t float tmp_df = tmp_cz[1];\n\t\t\t \ float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t float3 tmp_dh = tmp_dg * uniform_q;\n\t\t\t float3 tmp_di = tmp_dh * uniform_r;\n\t\t\t \ float3 tmp_dj = tmp_de + tmp_di;\n\t\t\t float tmp_dk = tmp_cz[2];\n\t\t\t \ float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t float3 tmp_dm = tmp_dl * uniform_s;\n\t\t\t float3 tmp_dn = tmp_dm * uniform_t;\n\t\t\t \ float3 tmp_do = tmp_dj + tmp_dn;\n\t\t\t float tmp_dp = tmp_do[0];\n\t\t\t \ float tmp_dq = position[0];\n\t\t\t float tmp_dr = tmp_dp - tmp_dq;\n\t\t\t \ float tmp_ds = tmp_do[1];\n\t\t\t float tmp_dt = position[1];\n\t\t\t \ float tmp_du = tmp_ds - tmp_dt;\n\t\t\t float2 tmp_dx = float2(tmp_dq, tmp_dt);\n\t\t\t float2 tmp_dy = tmp_dx / uniform_v;\n\t\t\t float2 tmp_dz = tmp_dy - uniform_w;\n\t\t\t float2 tmp_ea = tmp_dz - uniform_x;\n\t\t\t \ float2 tmp_eb = tmp_ea / uniform_y;\n\t\t\t float2 tmp_ec = tmp_eb * uniform_z;\n\t\t\t float2 tmp_ed = uniform_u + tmp_ec;\n\t\t\t float2 tmp_ee = tmp_ed * uniform_ba;\n\t\t\t float4 tmp_ef = SampleTexture(VFX_SAMPLER(texture_b),tmp_ee,uniform_bb);\n\t\t\t \ float tmp_eg = tmp_ef[0];\n\t\t\t float tmp_eh = tmp_eg * uniform_bc;\n\t\t\t \ float tmp_ei = (float)1 - tmp_eh;\n\t\t\t float tmp_ej = tmp_eh - uniform_bd;\n\t\t\t \ float tmp_ek = ceil(tmp_ej);\n\t\t\t float tmp_el = saturate(tmp_ek);\n\t\t\t \ float tmp_em = tmp_ei * tmp_el;\n\t\t\t float tmp_en = tmp_ei - uniform_be;\n\t\t\t \ float tmp_eo = ceil(tmp_en);\n\t\t\t float tmp_ep = saturate(tmp_eo);\n\t\t\t \ float tmp_eq = tmp_em * tmp_ep;\n\t\t\t float tmp_er = (float)-1 * tmp_eq;\n\t\t\t \ float tmp_es = position[2];\n\t\t\t float tmp_et = tmp_er - tmp_es;\n\t\t\t \ float3 tmp_eu = float3(tmp_dr, tmp_du, tmp_et);\n\t\t\t float3 tmp_ev = tmp_eu * uniform_bf;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_ev, Drag_b, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_ci = position[0];\n\t\t\t \ float tmp_cj = position[1];\n\t\t\t float2 tmp_ck = float2(tmp_ci, tmp_cj);\n\t\t\t \ float2 tmp_cl = tmp_ck / uniform_v;\n\t\t\t float2 tmp_cm = tmp_cl - uniform_w;\n\t\t\t float2 tmp_cn = tmp_cm - uniform_x;\n\t\t\t float2 tmp_co = tmp_cn / uniform_y;\n\t\t\t float2 tmp_cp = tmp_co * uniform_z;\n\t\t\t \ float2 tmp_cq = uniform_u + tmp_cp;\n\t\t\t float2 tmp_cr = tmp_cq * uniform_ba;\n\t\t\t float4 tmp_cs = SampleTexture(VFX_SAMPLER(texture_b),tmp_cr,uniform_bb);\n\t\t\t \ float tmp_ct = tmp_cs[0];\n\t\t\t float tmp_cu = tmp_ct * uniform_bc;\n\t\t\t \ float tmp_cv = (float)1 - tmp_cu;\n\t\t\t float tmp_cw = tmp_cu - uniform_bd;\n\t\t\t \ float tmp_cx = ceil(tmp_cw);\n\t\t\t float tmp_cy = saturate(tmp_cx);\n\t\t\t \ float tmp_cz = tmp_cv * tmp_cy;\n\t\t\t float tmp_da = tmp_cv - uniform_be;\n\t\t\t \ float tmp_db = ceil(tmp_da);\n\t\t\t float tmp_dc = saturate(tmp_db);\n\t\t\t \ float tmp_dd = tmp_cz * tmp_dc;\n\t\t\t AttributeFromCurve_39BD5D15( /*inout */color, /*inout */alpha, Color_c, tmp_dd);\n\t\t\t}\n\t\t\tAttributeFromCurve_30403583( /*inout */color, velocity, Color_d, SpeedRange_d);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x147940) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x147943) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x147944) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x353B40) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x459C40) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x106100) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x147940) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x147943) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x147944) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x353B40) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x459C40) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t CollisionSphere_1( /*inout */position, \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, Sphere_center_a, Sphere_radius_a, Elasticity_a, Friction_a, LifetimeLoss_a, Roughness_a, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t uint tmp_ch = particleId / asuint(uniform_j);\n\t\t \ uint tmp_ci = tmp_ch * asuint(uniform_j);\n\t\t uint tmp_cj = particleId - tmp_ci;\n\t\t uint tmp_ck = tmp_cj / asuint(uniform_k);\n\t\t float tmp_cl = (float)tmp_ck;\n\t\t uint tmp_cm = tmp_cj / asuint(uniform_l);\n\t\t \ uint tmp_cn = tmp_cm / asuint(uniform_m);\n\t\t uint tmp_co = tmp_cn * asuint(uniform_m);\n\t\t uint tmp_cp = tmp_cm - tmp_co;\n\t\t float tmp_cq = (float)tmp_cp;\n\t\t uint tmp_cr = tmp_cm * asuint(uniform_l);\n\t\t \ uint tmp_cs = tmp_cj - tmp_cr;\n\t\t float tmp_ct = (float)tmp_cs;\n\t\t \ float3 tmp_cu = float3(tmp_cl, tmp_cq, tmp_ct);\n\t\t float3 tmp_cv = tmp_cu / uniform_n;\n\t\t float3 tmp_cx = tmp_cv * float3(2, 2, 2);\n\t\t \ float3 tmp_cz = tmp_cx - float3(1, 1, 1);\n\t\t float tmp_da = tmp_cz[0];\n\t\t \ float3 tmp_db = float3(tmp_da, tmp_da, tmp_da);\n\t\t float3 tmp_dc = tmp_db * uniform_o;\n\t\t float3 tmp_dd = tmp_dc * uniform_p;\n\t\t float3 tmp_de = uniform_i + tmp_dd;\n\t\t float tmp_df = tmp_cz[1];\n\t\t float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t float3 tmp_dh = tmp_dg * uniform_q;\n\t\t \ float3 tmp_di = tmp_dh * uniform_r;\n\t\t float3 tmp_dj = tmp_de + tmp_di;\n\t\t \ float tmp_dk = tmp_cz[2];\n\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t float3 tmp_dm = tmp_dl * uniform_s;\n\t\t float3 tmp_dn = tmp_dm * uniform_t;\n\t\t float3 tmp_do = tmp_dj + tmp_dn;\n\t\t float tmp_dp = tmp_do[0];\n\t\t float tmp_dq = position[0];\n\t\t float tmp_dr = tmp_dp - tmp_dq;\n\t\t float tmp_ds = tmp_do[1];\n\t\t float tmp_dt = position[1];\n\t\t float tmp_du = tmp_ds - tmp_dt;\n\t\t float2 tmp_dx = float2(tmp_dq, tmp_dt);\n\t\t float2 tmp_dy = tmp_dx / uniform_v;\n\t\t \ float2 tmp_dz = tmp_dy - uniform_w;\n\t\t float2 tmp_ea = tmp_dz - uniform_x;\n\t\t \ float2 tmp_eb = tmp_ea / uniform_y;\n\t\t float2 tmp_ec = tmp_eb * uniform_z;\n\t\t \ float2 tmp_ed = uniform_u + tmp_ec;\n\t\t float2 tmp_ee = tmp_ed * uniform_ba;\n\t\t \ float4 tmp_ef = SampleTexture(VFX_SAMPLER(texture_b),tmp_ee,uniform_bb);\n\t\t \ float tmp_eg = tmp_ef[0];\n\t\t float tmp_eh = tmp_eg * uniform_bc;\n\t\t \ float tmp_ei = (float)1 - tmp_eh;\n\t\t float tmp_ej = tmp_eh - uniform_bd;\n\t\t \ float tmp_ek = ceil(tmp_ej);\n\t\t float tmp_el = saturate(tmp_ek);\n\t\t \ float tmp_em = tmp_ei * tmp_el;\n\t\t float tmp_en = tmp_ei - uniform_be;\n\t\t \ float tmp_eo = ceil(tmp_en);\n\t\t float tmp_ep = saturate(tmp_eo);\n\t\t \ float tmp_eq = tmp_em * tmp_ep;\n\t\t float tmp_er = (float)-1 * tmp_eq;\n\t\t \ float tmp_es = position[2];\n\t\t float tmp_et = tmp_er - tmp_es;\n\t\t \ float3 tmp_eu = float3(tmp_dr, tmp_du, tmp_et);\n\t\t float3 tmp_ev = tmp_eu * uniform_bf;\n\t\t Force_1( /*inout */velocity, mass, tmp_ev, Drag_b, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_ci = position[0];\n\t\t float tmp_cj = position[1];\n\t\t float2 tmp_ck = float2(tmp_ci, tmp_cj);\n\t\t \ float2 tmp_cl = tmp_ck / uniform_v;\n\t\t float2 tmp_cm = tmp_cl - uniform_w;\n\t\t \ float2 tmp_cn = tmp_cm - uniform_x;\n\t\t float2 tmp_co = tmp_cn / uniform_y;\n\t\t \ float2 tmp_cp = tmp_co * uniform_z;\n\t\t float2 tmp_cq = uniform_u + tmp_cp;\n\t\t float2 tmp_cr = tmp_cq * uniform_ba;\n\t\t float4 tmp_cs = SampleTexture(VFX_SAMPLER(texture_b),tmp_cr,uniform_bb);\n\t\t float tmp_ct = tmp_cs[0];\n\t\t float tmp_cu = tmp_ct * uniform_bc;\n\t\t float tmp_cv = (float)1 - tmp_cu;\n\t\t float tmp_cw = tmp_cu - uniform_bd;\n\t\t float tmp_cx = ceil(tmp_cw);\n\t\t float tmp_cy = saturate(tmp_cx);\n\t\t float tmp_cz = tmp_cv * tmp_cy;\n\t\t float tmp_da = tmp_cv - uniform_be;\n\t\t \ float tmp_db = ceil(tmp_da);\n\t\t float tmp_dc = saturate(tmp_db);\n\t\t \ float tmp_dd = tmp_cz * tmp_dc;\n\t\t AttributeFromCurve_39BD5D15( /*inout */color, /*inout */alpha, Color_c, tmp_dd);\n\t\t}\n\t\tAttributeFromCurve_30403583( /*inout */color, velocity, Color_d, SpeedRange_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x147940) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x147943) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x147944) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x353B40) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x1 + 0x459C40) << 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]Mesh Output' source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull 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_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 USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t \ float3 Scale_a;\n\t\t float invSoftParticlesFadeDistance;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer 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_D5151642(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t \ scaleZ = Scale.z;\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 + 0x353B40) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x459C40) << 2));\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x353B40) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0x459C40) << 2));\n\t\t\t\t\t\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\tSetAttribute_D5151642( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_a);\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" m_Infos: m_Expressions: m_Expressions: - op: 1 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 1 valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 26 valueIndex: 2 data[0]: 0 data[1]: 1 data[2]: -1 data[3]: 6 - op: 1 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 26 valueIndex: 4 data[0]: 2 data[1]: 3 data[2]: -1 data[3]: 6 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - op: 5 valueIndex: 7 data[0]: 5 data[1]: -1 data[2]: 0 data[3]: 2 - 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