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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 float2 UV1 = float2(0, 0);\n float2 UV2 = float2(0, 0);\n uint particleId = (uint)0;\n float3 position = float3(0, 0, 0);\n float3 targetPosition = float3(0, 0, 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_m = particleId / asuint(uniform_b);\n uint tmp_n = tmp_m * asuint(uniform_b);\n \ uint tmp_o = particleId - tmp_n;\n float tmp_p = (float)tmp_o;\n \ float tmp_q = tmp_p / uniform_c;\n float tmp_r = (float)tmp_m;\n \ float tmp_s = tmp_r / uniform_d;\n float2 tmp_t = float2(tmp_q, tmp_s);\n float2 tmp_u = tmp_t - uniform_e;\n SetCustomAttribute_B23F5E21( /*inout */UV1, tmp_u);\n }\n {\n uint tmp_m = particleId / asuint(uniform_b);\n uint tmp_n = tmp_m * asuint(uniform_b);\n \ uint tmp_o = particleId - tmp_n;\n float tmp_p = (float)tmp_o;\n \ float tmp_q = tmp_p / uniform_c;\n float tmp_r = (float)tmp_m;\n \ float tmp_s = tmp_r / uniform_d;\n float2 tmp_t = float2(tmp_q, tmp_s);\n float2 tmp_u = tmp_t + uniform_e;\n SetCustomAttribute_B5FA1F34( /*inout */UV2, tmp_u);\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.Store2((index * 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index * 0x6 + 0x2) << 2,asuint(UV2));\n attributeBuffer.Store((index * 0x6 + 0x4) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1D4C00) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x8 + 0x30D404) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 + 0x30D403) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n \ uint index = particleIndex;\r\n attributeBuffer.Store2((index * 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index * 0x6 + 0x2) << 2,asuint(UV2));\n attributeBuffer.Store((index * 0x6 + 0x4) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1D4C00) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0x8 + 0x30D404) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 + 0x30D403) << 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_UV1_CURRENT 1\n#define VFX_USE_UV2_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float4 uniform_h;\n float uniform_b;\n float uniform_c;\n float uniform_d;\n float uniform_e;\n float uniform_f;\n float uniform_g;\n \ uint2 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\nTexture2D texture_c;\nSamplerState samplertexture_c;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\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 SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n color *= Color;\n}\nvoid SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_C7757136(inout float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n alpha *= Alpha;\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\tfloat2 UV1 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x0) << 2));\n\t\t\tfloat2 UV2 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x2) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x6 + 0x4) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1D4C00) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 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 \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t \ SetAttribute_CAC29747( /*inout */position, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t \ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t \ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t \ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t \ float tmp_z = tmp_y[0];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float tmp_bb = tmp_y[2];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t\t float3 tmp_be = float3(0.5, 0.5, 0.5) * tmp_bd;\n\t\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bf);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED( /*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_t = tmp_s[3];\n\t\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t \ float tmp_v = tmp_u[3];\n\t\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t\t \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t \ float tmp_u = position[0];\n\t\t\t float tmp_v = targetPosition[0];\n\t\t\t \ float tmp_w = tmp_u - tmp_v;\n\t\t\t float tmp_x = tmp_w * tmp_w;\n\t\t\t \ float tmp_z = pow(tmp_x, (float)0.5);\n\t\t\t float tmp_bb = tmp_z - (float)0.150000006;\n\t\t\t float tmp_bd = tmp_bb / (float)0;\n\t\t\t float tmp_be = saturate(tmp_bd);\n\t\t\t float tmp_bf = (float)2 * tmp_be;\n\t\t\t \ float tmp_bg = (float)3 - tmp_bf;\n\t\t\t float tmp_bh = tmp_bg * tmp_be;\n\t\t\t \ float tmp_bi = tmp_bh * tmp_be;\n\t\t\t float tmp_bj = (float)1 - tmp_bi;\n\t\t\t \ SetAttribute_C7757136( /*inout */alpha, tmp_bj);\n\t\t\t}\n\t\t\t{\n\t\t\t \ float tmp_r = UV1[1];\n\t\t\t float tmp_t = tmp_r * (float)1000;\n\t\t\t \ uint tmp_u = (uint)tmp_t;\n\t\t\t uint tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t\t \ float tmp_w = FixedRand(tmp_v);\n\t\t\t uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t\t \ float tmp_y = FixedRand(tmp_x);\n\t\t\t float tmp_z = uniform_e * tmp_y;\n\t\t\t \ float tmp_ba = uniform_d + tmp_z;\n\t\t\t float tmp_bb = tmp_ba * uniform_g;\n\t\t\t \ float tmp_bc = UV1[0];\n\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t \ float tmp_be = tmp_w * tmp_bd;\n\t\t\t float tmp_bf = frac(tmp_be);\n\t\t\t \ float tmp_bg = saturate(tmp_bf);\n\t\t\t float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t\t \ float4 tmp_bi = tmp_bh * uniform_h;\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_545F0ED( /*inout */color, tmp_bm);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x30D404) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x30D403) << 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\tfloat2 UV1 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x0) << 2));\n\t\tfloat2 UV2 = asfloat(attributeBuffer.Load2((index * 0x6 + 0x2) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x6 + 0x4) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1D4C00) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 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 float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t \ SetAttribute_CAC29747( /*inout */position, tmp_w);\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float tmp_v = tmp_s[2];\n\t\t \ float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t SetAttribute_2CF4000A( /*inout */targetPosition, tmp_w);\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t \ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t \ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t \ float tmp_z = tmp_y[0];\n\t\t float tmp_ba = tmp_y[1];\n\t\t float tmp_bb = tmp_y[2];\n\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t \ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t float3 tmp_be = float3(0.5, 0.5, 0.5) * tmp_bd;\n\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bf);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout */color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t \ float tmp_t = tmp_s[3];\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t \ float tmp_v = tmp_u[3];\n\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t}\n\t\t{\n\t\t float tmp_u = position[0];\n\t\t float tmp_v = targetPosition[0];\n\t\t float tmp_w = tmp_u - tmp_v;\n\t\t float tmp_x = tmp_w * tmp_w;\n\t\t float tmp_z = pow(tmp_x, (float)0.5);\n\t\t float tmp_bb = tmp_z - (float)0.150000006;\n\t\t \ float tmp_bd = tmp_bb / (float)0;\n\t\t float tmp_be = saturate(tmp_bd);\n\t\t \ float tmp_bf = (float)2 * tmp_be;\n\t\t float tmp_bg = (float)3 - tmp_bf;\n\t\t \ float tmp_bh = tmp_bg * tmp_be;\n\t\t float tmp_bi = tmp_bh * tmp_be;\n\t\t \ float tmp_bj = (float)1 - tmp_bi;\n\t\t SetAttribute_C7757136( /*inout */alpha, tmp_bj);\n\t\t}\n\t\t{\n\t\t float tmp_r = UV1[1];\n\t\t float tmp_t = tmp_r * (float)1000;\n\t\t uint tmp_u = (uint)tmp_t;\n\t\t uint tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t \ uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t float tmp_y = FixedRand(tmp_x);\n\t\t \ float tmp_z = uniform_e * tmp_y;\n\t\t float tmp_ba = uniform_d + tmp_z;\n\t\t \ float tmp_bb = tmp_ba * uniform_g;\n\t\t float tmp_bc = UV1[0];\n\t\t \ float tmp_bd = tmp_bb + tmp_bc;\n\t\t float tmp_be = tmp_w * tmp_bd;\n\t\t \ float tmp_bf = frac(tmp_be);\n\t\t float tmp_bg = saturate(tmp_bf);\n\t\t \ float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t float4 tmp_bi = tmp_bh * uniform_h;\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_545F0ED( /*inout */color, tmp_bm);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D404) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D403) << 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]Line Output' source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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_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_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\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\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 IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective float pixelOffset : TEXCOORD0; // for AA\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_EXPOSURE_WEIGHT\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD2;\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#if IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\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.z\n\t\t#endif\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y - pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\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 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\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\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 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\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\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\tpos0 = ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = vPosArray[id & 3];\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\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\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\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\t\t\n\t\t\t\t// Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\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_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"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 + 0x1D4C00) << 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: 8 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 62 valueIndex: 2 data[0]: 1 data[1]: 0 data[2]: -1 data[3]: 6 - op: 6 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 7 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 6 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 7 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 27 valueIndex: 8 data[0]: 6 data[1]: 7 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 9 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - 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