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0.84 min: -Infinity max: Infinity descendantCount: 0 m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Force Position Texture 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_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float4x4 uniform_b;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"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 float3 color = float3(1, 1, 1);\n float alpha = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n \ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n \ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n \ {\n uint tmp_z = particleId / (uint)65536;\n uint tmp_ba = tmp_z * (uint)65536;\n uint tmp_bb = particleId - tmp_ba;\n \ uint tmp_bd = tmp_bb / (uint)256;\n float tmp_be = (float)tmp_bd;\n \ uint tmp_bf = tmp_bd * (uint)256;\n uint tmp_bg = tmp_bb - tmp_bf;\n float tmp_bh = (float)tmp_bg;\n uint tmp_bi = tmp_bb - tmp_bb;\n float tmp_bj = (float)tmp_bi;\n float3 tmp_bk = float3(tmp_be, tmp_bh, tmp_bj);\n float3 tmp_bm = tmp_bk / float3(255, 255, 1);\n float3 tmp_bo = tmp_bm * float3(2, 2, 2);\n \ float3 tmp_bq = tmp_bo - float3(1, 1, 1);\n float tmp_br = tmp_bq[0];\n float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n \ float3 tmp_bu = tmp_bs * float3(1, 0, 0);\n float3 tmp_bv = float3(-4, 0, 0) + tmp_bu;\n float tmp_bw = tmp_bq[1];\n float3 tmp_bx = float3(tmp_bw, tmp_bw, tmp_bw);\n float3 tmp_bz = tmp_bx * float3(0, 1, 0);\n float3 tmp_ca = tmp_bv + tmp_bz;\n float3 tmp_cb = mul(uniform_b, float4(tmp_ca, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position, tmp_cb);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ 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.Store3((index * 0x4 + 0x40000) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x40003) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0x80000) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0xC0000) << 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(velocity));\n attributeBuffer.Store((index * 0x4 + 0x40003) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0x80000) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0xC0000) << 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_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float2 uniform_c;\n float2 uniform_d;\n float deltaTime_a;\n float uniform_e;\n float uniform_f;\n float uniform_g;\n float Color_c;\n \ float Color_d;\n uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid CollisionSphere_0(inout float3 position, inout float3 velocity, inout float age, float lifetime, float3 Sphere_center, float Sphere_radius, float Elasticity, float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid Force_1(inout float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid 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\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x40003) << 2));\n\t\t\tfloat lifetime = (float)1;\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(1.33000004, 0, 0), (float)1, (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bi = position[0];\n\t\t\t \ float tmp_bj = position[1];\n\t\t\t float2 tmp_bk = float2(tmp_bi, tmp_bj);\n\t\t\t \ float2 tmp_bl = tmp_bk / uniform_c;\n\t\t\t float2 tmp_bm = tmp_bl - uniform_d;\n\t\t\t float2 tmp_bo = tmp_bm - float2(-1, -1);\n\t\t\t float2 tmp_bq = tmp_bo / float2(2, 2);\n\t\t\t float2 tmp_bs = tmp_bq * float2(1, -1);\n\t\t\t float4 tmp_bt = SampleTexture(VFX_SAMPLER(texture_b),tmp_bs,(float)0);\n\t\t\t \ float tmp_bu = tmp_bt[0];\n\t\t\t float tmp_bv = tmp_bu * uniform_e;\n\t\t\t \ float tmp_bw = (float)1 - tmp_bv;\n\t\t\t float tmp_bx = tmp_bv - uniform_f;\n\t\t\t \ float tmp_by = ceil(tmp_bx);\n\t\t\t float tmp_bz = saturate(tmp_by);\n\t\t\t \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t\t float tmp_cb = tmp_bw - uniform_g;\n\t\t\t \ float tmp_cc = ceil(tmp_cb);\n\t\t\t float tmp_cd = saturate(tmp_cc);\n\t\t\t \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t\t float tmp_cf = (float)-1 * tmp_ce;\n\t\t\t \ float tmp_cg = position[2];\n\t\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t\t \ float tmp_cj = tmp_ch * (float)5;\n\t\t\t float3 tmp_ck = float3((float)0, (float)0, tmp_cj);\n\t\t\t Force_1( /*inout */velocity, mass, tmp_ck, (float)10, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bg = position[0];\n\t\t\t \ float tmp_bh = position[1];\n\t\t\t float2 tmp_bi = float2(tmp_bg, tmp_bh);\n\t\t\t \ float2 tmp_bj = tmp_bi / uniform_c;\n\t\t\t float2 tmp_bk = tmp_bj - uniform_d;\n\t\t\t float2 tmp_bm = tmp_bk - float2(-1, -1);\n\t\t\t float2 tmp_bo = tmp_bm / float2(2, 2);\n\t\t\t float2 tmp_bq = tmp_bo * float2(1, -1);\n\t\t\t float4 tmp_bs = SampleTexture(VFX_SAMPLER(texture_b),tmp_bq,(float)0);\n\t\t\t \ float tmp_bt = tmp_bs[0];\n\t\t\t float tmp_bu = tmp_bt * uniform_e;\n\t\t\t \ float tmp_bv = (float)1 - tmp_bu;\n\t\t\t float tmp_bw = tmp_bu - uniform_f;\n\t\t\t \ float tmp_bx = ceil(tmp_bw);\n\t\t\t float tmp_by = saturate(tmp_bx);\n\t\t\t \ float tmp_bz = tmp_bv * tmp_by;\n\t\t\t float tmp_ca = tmp_bv - uniform_g;\n\t\t\t \ float tmp_cb = ceil(tmp_ca);\n\t\t\t float tmp_cc = saturate(tmp_cb);\n\t\t\t \ float tmp_cd = tmp_bz * tmp_cc;\n\t\t\t AttributeFromCurve_39BD5D15( /*inout */color, /*inout */alpha, Color_c, tmp_cd);\n\t\t\t}\n\t\t\t{\n\t\t\t \ AttributeFromCurve_30403583( /*inout */color, velocity, Color_d, float2(0, 1));\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x40000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x40003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x80000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC0000) << 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 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x40003) << 2));\n\t\tfloat lifetime = (float)1;\n\t\tfloat mass = (float)1;\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(1.33000004, 0, 0), (float)1, (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t float tmp_bi = position[0];\n\t\t float tmp_bj = position[1];\n\t\t float2 tmp_bk = float2(tmp_bi, tmp_bj);\n\t\t float2 tmp_bl = tmp_bk / uniform_c;\n\t\t float2 tmp_bm = tmp_bl - uniform_d;\n\t\t float2 tmp_bo = tmp_bm - float2(-1, -1);\n\t\t \ float2 tmp_bq = tmp_bo / float2(2, 2);\n\t\t float2 tmp_bs = tmp_bq * float2(1, -1);\n\t\t float4 tmp_bt = SampleTexture(VFX_SAMPLER(texture_b),tmp_bs,(float)0);\n\t\t \ float tmp_bu = tmp_bt[0];\n\t\t float tmp_bv = tmp_bu * uniform_e;\n\t\t \ float tmp_bw = (float)1 - tmp_bv;\n\t\t float tmp_bx = tmp_bv - uniform_f;\n\t\t \ float tmp_by = ceil(tmp_bx);\n\t\t float tmp_bz = saturate(tmp_by);\n\t\t \ float tmp_ca = tmp_bw * tmp_bz;\n\t\t float tmp_cb = tmp_bw - uniform_g;\n\t\t \ float tmp_cc = ceil(tmp_cb);\n\t\t float tmp_cd = saturate(tmp_cc);\n\t\t \ float tmp_ce = tmp_ca * tmp_cd;\n\t\t float tmp_cf = (float)-1 * tmp_ce;\n\t\t \ float tmp_cg = position[2];\n\t\t float tmp_ch = tmp_cf - tmp_cg;\n\t\t \ float tmp_cj = tmp_ch * (float)5;\n\t\t float3 tmp_ck = float3((float)0, (float)0, tmp_cj);\n\t\t Force_1( /*inout */velocity, mass, tmp_ck, (float)10, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bg = position[0];\n\t\t float tmp_bh = position[1];\n\t\t float2 tmp_bi = float2(tmp_bg, tmp_bh);\n\t\t \ float2 tmp_bj = tmp_bi / uniform_c;\n\t\t float2 tmp_bk = tmp_bj - uniform_d;\n\t\t \ float2 tmp_bm = tmp_bk - float2(-1, -1);\n\t\t float2 tmp_bo = tmp_bm / float2(2, 2);\n\t\t float2 tmp_bq = tmp_bo * float2(1, -1);\n\t\t float4 tmp_bs = SampleTexture(VFX_SAMPLER(texture_b),tmp_bq,(float)0);\n\t\t float tmp_bt = tmp_bs[0];\n\t\t float tmp_bu = tmp_bt * uniform_e;\n\t\t float tmp_bv = (float)1 - tmp_bu;\n\t\t float tmp_bw = tmp_bu - uniform_f;\n\t\t \ float tmp_bx = ceil(tmp_bw);\n\t\t float tmp_by = saturate(tmp_bx);\n\t\t \ float tmp_bz = tmp_bv * tmp_by;\n\t\t float tmp_ca = tmp_bv - uniform_g;\n\t\t \ float tmp_cb = ceil(tmp_ca);\n\t\t float tmp_cc = saturate(tmp_cb);\n\t\t \ float tmp_cd = tmp_bz * tmp_cc;\n\t\t AttributeFromCurve_39BD5D15( /*inout */color, /*inout */alpha, Color_c, tmp_cd);\n\t\t}\n\t\t{\n\t\t AttributeFromCurve_30403583( /*inout */color, velocity, Color_d, float2(0, 1));\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x40000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x40003) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x80000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC0000) << 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 uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\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 + 0x80000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 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 + 0x80000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 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\tfloat invSoftParticlesFadeDistance = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance = (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = 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 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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]: 2 - op: 5 valueIndex: 2 data[0]: 0 data[1]: -1 data[2]: 1 data[3]: 2 - op: 5 valueIndex: 3 data[0]: 0 data[1]: -1 data[2]: 0 data[3]: 2 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 2 - op: 1 valueIndex: 6 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 5 valueIndex: 7 data[0]: 3 data[1]: -1 data[2]: 1 data[3]: 2 - op: 2 valueIndex: 8 data[0]: 2 data[1]: 1 data[2]: -1 data[3]: -1 - op: 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