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1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_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 \ float3 uniform_b;\n float deltaTime_a;\n float3 valueScale_b;\n float attractionForce_d;\n float Color_e;\n uint3 PADDING_0;\nCBUFFER_END\nTexture2D attributeMap_b;\nSamplerState samplerattributeMap_b;\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Force_0(inout float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid AttributeFromMap_EB8C636D(inout float angleX, inout float angleY, inout float angleZ, uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 valueScale) /*attribute:angle Composition:Overwrite SampleMode:RandomConstantPerParticle channels:XYZ */\n{\n \ \n uint width, height;\n attributeMap.t.GetDimensions(width, height);\n \ uint count = width * height;\n uint id = FIXED_RAND(Seed) * count;\n \ uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias) * valueScale;\n angleX = value.x;\n \ angleY = value.y;\n angleZ = value.z;\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid ConformToSphere(inout float3 velocity, float3 position, float mass, float3 Sphere_center, float Sphere_radius, float attractionSpeed, float attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n \ \n float3 dir = Sphere_center - position;\n float distToCenter = length(dir);\n \ float distToSurface = distToCenter - Sphere_radius;\n dir /= max(VFX_FLT_MIN,distToCenter); // safe normalize\n float spdNormal = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime * lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid AttributeFromCurve_44F26C8C(inout float3 color, inout float alpha, float3 velocity, float Color, float2 SpeedRange) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha 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 alpha = value.a;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x1000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1400) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t uint tmp_bb = particleId / (uint)1000;\n\t\t\t uint tmp_bc = tmp_bb * (uint)1000;\n\t\t\t uint tmp_bd = particleId - tmp_bc;\n\t\t\t uint tmp_bf = tmp_bd / (uint)100;\n\t\t\t \ float tmp_bg = (float)tmp_bf;\n\t\t\t uint tmp_bi = tmp_bd / (uint)10;\n\t\t\t \ uint tmp_bj = tmp_bi / (uint)10;\n\t\t\t uint tmp_bk = tmp_bj * (uint)10;\n\t\t\t \ uint tmp_bl = tmp_bi - tmp_bk;\n\t\t\t float tmp_bm = (float)tmp_bl;\n\t\t\t \ uint tmp_bn = tmp_bi * (uint)10;\n\t\t\t uint tmp_bo = tmp_bd - tmp_bn;\n\t\t\t \ float tmp_bp = (float)tmp_bo;\n\t\t\t float3 tmp_bq = float3(tmp_bg, tmp_bm, tmp_bp);\n\t\t\t float3 tmp_bs = tmp_bq / float3(9, 9, 9);\n\t\t\t \ float3 tmp_bu = tmp_bs * float3(2, 2, 2);\n\t\t\t float3 tmp_bw = tmp_bu - float3(1, 1, 1);\n\t\t\t float tmp_bx = tmp_bw[0];\n\t\t\t float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t\t float3 tmp_ca = tmp_by * float3(1, 0, 0);\n\t\t\t float tmp_cb = tmp_bw[1];\n\t\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t float3 tmp_ce = tmp_cc * float3(0, 1, 0);\n\t\t\t \ float3 tmp_cf = tmp_ca + tmp_ce;\n\t\t\t float tmp_cg = tmp_bw[2];\n\t\t\t \ float3 tmp_ch = float3(tmp_cg, tmp_cg, tmp_cg);\n\t\t\t float3 tmp_cj = tmp_ch * float3(0, 0, 1);\n\t\t\t float3 tmp_ck = tmp_cf + tmp_cj;\n\t\t\t \ float3 tmp_cl = position - tmp_ck;\n\t\t\t float3 tmp_cm = tmp_cl * uniform_b;\n\t\t\t \ Force_0( /*inout */velocity, mass, tmp_cm, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t \ AttributeFromMap_EB8C636D( /*inout */angleX, /*inout */angleY, /*inout */angleZ, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), (uint)32, float3(0, 0, 0), valueScale_b);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, \ /*inout */velocity, mass, float4x4(10,0,0,0,0,10,0,0,0,0,10,0,0,0,0,1), float4x4(0.100000001,0,0,0,0,0.100000001,0,0,0,0,0.100000001,0,0,0,0,1), (float)0.5, (float)16.9599991, (float)1, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t \ ConformToSphere( /*inout */velocity, position, mass, float3(0, 0, 0), (float)1, (float)5, attractionForce_d, (float)0.100000001, (float)0, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity, Color_e, float2(0, 1));\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x1400) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x2403) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x2404) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x2405) << 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x2400) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x2406) << 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 + 0x1000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1400) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t uint tmp_bb = particleId / (uint)1000;\n\t\t \ uint tmp_bc = tmp_bb * (uint)1000;\n\t\t uint tmp_bd = particleId - tmp_bc;\n\t\t \ uint tmp_bf = tmp_bd / (uint)100;\n\t\t float tmp_bg = (float)tmp_bf;\n\t\t \ uint tmp_bi = tmp_bd / (uint)10;\n\t\t uint tmp_bj = tmp_bi / (uint)10;\n\t\t \ uint tmp_bk = tmp_bj * (uint)10;\n\t\t uint tmp_bl = tmp_bi - tmp_bk;\n\t\t \ float tmp_bm = (float)tmp_bl;\n\t\t uint tmp_bn = tmp_bi * (uint)10;\n\t\t \ uint tmp_bo = tmp_bd - tmp_bn;\n\t\t float tmp_bp = (float)tmp_bo;\n\t\t \ float3 tmp_bq = float3(tmp_bg, tmp_bm, tmp_bp);\n\t\t float3 tmp_bs = tmp_bq / float3(9, 9, 9);\n\t\t float3 tmp_bu = tmp_bs * float3(2, 2, 2);\n\t\t \ float3 tmp_bw = tmp_bu - float3(1, 1, 1);\n\t\t float tmp_bx = tmp_bw[0];\n\t\t \ float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t float3 tmp_ca = tmp_by * float3(1, 0, 0);\n\t\t float tmp_cb = tmp_bw[1];\n\t\t float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t float3 tmp_ce = tmp_cc * float3(0, 1, 0);\n\t\t float3 tmp_cf = tmp_ca + tmp_ce;\n\t\t float tmp_cg = tmp_bw[2];\n\t\t \ float3 tmp_ch = float3(tmp_cg, tmp_cg, tmp_cg);\n\t\t float3 tmp_cj = tmp_ch * float3(0, 0, 1);\n\t\t float3 tmp_ck = tmp_cf + tmp_cj;\n\t\t float3 tmp_cl = position - tmp_ck;\n\t\t float3 tmp_cm = tmp_cl * uniform_b;\n\t\t \ Force_0( /*inout */velocity, mass, tmp_cm, deltaTime_a);\n\t\t}\n\t\t{\n\t\t \ AttributeFromMap_EB8C636D( /*inout */angleX, /*inout */angleY, /*inout */angleZ, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), (uint)32, float3(0, 0, 0), valueScale_b);\n\t\t}\n\t\t{\n\t\t Turbulence_1(position, \ /*inout */velocity, mass, float4x4(10,0,0,0,0,10,0,0,0,0,10,0,0,0,0,1), float4x4(0.100000001,0,0,0,0,0.100000001,0,0,0,0,0.100000001,0,0,0,0,1), (float)0.5, (float)16.9599991, (float)1, (uint)3, deltaTime_a);\n\t\t}\n\t\t{\n\t\t \ ConformToSphere( /*inout */velocity, position, mass, float3(0, 0, 0), (float)1, (float)5, attractionForce_d, (float)0.100000001, (float)0, deltaTime_a);\n\t\t}\n\t\t{\n\t\t \ AttributeFromCurve_44F26C8C( /*inout */color, /*inout */alpha, velocity, Color_e, float2(0, 1));\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1400) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x2403) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x8 + 0x2404) << 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x8 + 0x2405) << 2,asuint(angleZ));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x2400) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 + 0x2406) << 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: 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_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\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 angleX = (float)0;\n float angleY = (float)0;\n float angleZ = (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_v = particleId / (uint)1000;\n uint tmp_w = tmp_v * (uint)1000;\n uint tmp_x = particleId - tmp_w;\n \ uint tmp_z = tmp_x / (uint)100;\n float tmp_ba = (float)tmp_z;\n \ uint tmp_bc = tmp_x / (uint)10;\n uint tmp_bd = tmp_bc / (uint)10;\n uint tmp_be = tmp_bd * (uint)10;\n uint tmp_bf = tmp_bc - tmp_be;\n float tmp_bg = (float)tmp_bf;\n uint tmp_bh = tmp_bc * (uint)10;\n uint tmp_bi = tmp_x - tmp_bh;\n float tmp_bj = (float)tmp_bi;\n float3 tmp_bk = float3(tmp_ba, tmp_bg, tmp_bj);\n float3 tmp_bm = tmp_bk / float3(9, 9, 9);\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 float tmp_bv = tmp_bq[1];\n float3 tmp_bw = float3(tmp_bv, tmp_bv, tmp_bv);\n \ float3 tmp_by = tmp_bw * float3(0, 1, 0);\n float3 tmp_bz = tmp_bu + tmp_by;\n float tmp_ca = tmp_bq[2];\n float3 tmp_cb = float3(tmp_ca, tmp_ca, tmp_ca);\n float3 tmp_cd = tmp_cb * float3(0, 0, 1);\n float3 tmp_ce = tmp_bz + tmp_cd;\n SetAttribute_CAC29747( /*inout */position, tmp_ce);\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 + 0x1000) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1400) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x2403) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x8 + 0x2404) << 2,asuint(angleY));\n attributeBuffer.Store((index * 0x8 + 0x2405) << 2,asuint(angleZ));\n attributeBuffer.Store3((index * 0x8 + 0x2400) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 + 0x2406) << 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 + 0x1000) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1400) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x2403) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x8 + 0x2404) << 2,asuint(angleY));\n attributeBuffer.Store((index * 0x8 + 0x2405) << 2,asuint(angleZ));\n attributeBuffer.Store3((index * 0x8 + 0x2400) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8 + 0x2406) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n" - compute: 0 name: '[System 1]Lit Mesh Output' source: "Shader \"Hidden/VFX/System 1/Lit 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 One 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_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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\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\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\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\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 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 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\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)0.100000001);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\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\n\t\t\t#define SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\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\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 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 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\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x2403) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x2404) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x2405) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2400) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x2406) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)0.100000001);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t#endif\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 1]CameraSort' 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 + 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 = 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