10748 lines
320 KiB
Text
10748 lines
320 KiB
Text
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name: '[System 1]Initialize'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV1_CURRENT
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
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attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
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!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
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\ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
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nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
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VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
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inputAdditional;\r\n#endif\r\n\r\nvoid SetCustomAttribute_B23F5E21(inout float2
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UV1, float2 _UV1) /*attribute:UV1 Composition:Overwrite Random:Off AttributeType:Vector2
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*/\n{\n UV1 = _UV1;\n}\nvoid SetCustomAttribute_B5FA1F34(inout float2 UV2,
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float2 _UV2) /*attribute:UV2 Composition:Overwrite Random:Off AttributeType:Vector2
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*/\n{\n UV2 = _UV2;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
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CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
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\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
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NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
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* dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
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\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
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0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
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* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
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\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
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\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
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\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
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on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
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\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
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= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
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sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
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(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
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+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
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\ if (id < currentSumSpawnCount)\n {\n break;\n
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\ }\n }\n */\n \n\r\n#endif\r\n float2
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UV1 = float2(0, 0);\n float2 UV2 = float2(0, 0);\n uint particleId
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= (uint)0;\n float3 position = float3(0, 0, 0);\n float3 targetPosition
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= float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float alpha
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= (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId
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= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex
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^ systemSeed);\r\n#endif\r\n \r\n {\n uint tmp_j =
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particleId / (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint
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tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float
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|
tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float
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tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n
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\ float2 tmp_u = tmp_s - float2(0.000900000043, 0);\n SetCustomAttribute_B23F5E21(
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/*inout */UV1, tmp_u);\n }\n {\n uint tmp_j = particleId
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/ (uint)800;\n uint tmp_k = tmp_j * (uint)800;\n uint
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tmp_l = particleId - tmp_k;\n float tmp_m = (float)tmp_l;\n float
|
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tmp_o = tmp_m / (float)800;\n float tmp_p = (float)tmp_j;\n float
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tmp_r = tmp_p / (float)200;\n float2 tmp_s = float2(tmp_o, tmp_r);\n
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\ float2 tmp_u = tmp_s + float2(0.000900000043, 0);\n SetCustomAttribute_B5FA1F34(
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/*inout */UV2, tmp_u);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
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\ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
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\ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store2((index
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* 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index *
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* 0x4 + 0x1D4C00) << 2,asuint(position));\n attributeBuffer.Store3((index
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* 0x8 + 0x30D400) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
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* 0x8 + 0x30D404) << 2,asuint(color));\n attributeBuffer.Store((index
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* 0x8 + 0x30D403) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n
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\ uint index = particleIndex;\r\n attributeBuffer.Store2((index
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* 0x6 + 0x0) << 2,asuint(UV1));\n attributeBuffer.Store2((index * 0x6
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+ 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
|
|
\ 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<uint>
|
|
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
|
|
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_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t\t
|
|
\ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
|
|
tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
|
|
\ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t\t
|
|
\ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
|
|
tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
|
|
\ SetAttribute_2CF4000A( /*inout */targetPosition, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t
|
|
\ float tmp_s = tmp_r[0];\n\t\t\t float tmp_t = tmp_r[1];\n\t\t\t float
|
|
tmp_u = tmp_r[2];\n\t\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t\t
|
|
\ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
|
|
\ float tmp_y = tmp_x[0];\n\t\t\t float tmp_z = tmp_x[1];\n\t\t\t float
|
|
tmp_ba = tmp_x[2];\n\t\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t\t
|
|
\ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t\t float3 tmp_bd = float3(0.5, 0.5,
|
|
0.5) * tmp_bc;\n\t\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t\t SetAttribute_FDD06EC7(
|
|
/*inout */color, tmp_be);\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_r
|
|
= SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_s
|
|
= tmp_r[3];\n\t\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
|
|
\ float tmp_u = tmp_t[3];\n\t\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t\t
|
|
\ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ float tmp_t = position[0];\n\t\t\t float tmp_u = targetPosition[0];\n\t\t\t
|
|
\ float tmp_v = tmp_t - tmp_u;\n\t\t\t float tmp_w = tmp_v * tmp_v;\n\t\t\t
|
|
\ float tmp_y = pow(tmp_w, (float)0.5);\n\t\t\t float tmp_ba = tmp_y -
|
|
(float)0.150000006;\n\t\t\t float tmp_bc = tmp_ba / (float)0;\n\t\t\t float
|
|
tmp_bd = saturate(tmp_bc);\n\t\t\t float tmp_be = (float)2 * tmp_bd;\n\t\t\t
|
|
\ float tmp_bf = (float)3 - tmp_be;\n\t\t\t float tmp_bg = tmp_bf * tmp_bd;\n\t\t\t
|
|
\ float tmp_bh = tmp_bg * tmp_bd;\n\t\t\t float tmp_bi = (float)1 - tmp_bh;\n\t\t\t
|
|
\ SetAttribute_C7757136( /*inout */alpha, tmp_bi);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ float tmp_q = UV1[1];\n\t\t\t float tmp_s = tmp_q * (float)1000;\n\t\t\t
|
|
\ uint tmp_t = (uint)tmp_s;\n\t\t\t uint tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t\t
|
|
\ float tmp_v = FixedRand(tmp_u);\n\t\t\t uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t\t
|
|
\ float tmp_x = FixedRand(tmp_w);\n\t\t\t float tmp_y = uniform_e * tmp_x;\n\t\t\t
|
|
\ float tmp_z = uniform_d + tmp_y;\n\t\t\t float tmp_ba = tmp_z * uniform_g;\n\t\t\t
|
|
\ float tmp_bb = UV1[0];\n\t\t\t float tmp_bc = tmp_ba + tmp_bb;\n\t\t\t
|
|
\ float tmp_bd = tmp_v * tmp_bc;\n\t\t\t float tmp_be = frac(tmp_bd);\n\t\t\t
|
|
\ float tmp_bf = saturate(tmp_be);\n\t\t\t float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t\t
|
|
\ float tmp_bh = tmp_bg[0];\n\t\t\t float tmp_bi = tmp_bg[1];\n\t\t\t float
|
|
tmp_bj = tmp_bg[2];\n\t\t\t float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t\t
|
|
\ SetAttribute_545F0ED( /*inout */color, tmp_bk);\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_r = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t
|
|
\ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float
|
|
tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t
|
|
\ SetAttribute_CAC29747( /*inout */position, tmp_v);\n\t\t}\n\t\t{\n\t\t float4
|
|
tmp_r = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_s
|
|
= tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float tmp_u = tmp_r[2];\n\t\t
|
|
\ float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t SetAttribute_2CF4000A(
|
|
/*inout */targetPosition, tmp_v);\n\t\t}\n\t\t{\n\t\t float4 tmp_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
|
|
\ float tmp_s = tmp_r[0];\n\t\t float tmp_t = tmp_r[1];\n\t\t float
|
|
tmp_u = tmp_r[2];\n\t\t float3 tmp_v = float3(tmp_s, tmp_t, tmp_u);\n\t\t
|
|
\ float4 tmp_x = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
|
|
\ float tmp_y = tmp_x[0];\n\t\t float tmp_z = tmp_x[1];\n\t\t float
|
|
tmp_ba = tmp_x[2];\n\t\t float3 tmp_bb = float3(tmp_y, tmp_z, tmp_ba);\n\t\t
|
|
\ float3 tmp_bc = tmp_bb - tmp_v;\n\t\t float3 tmp_bd = float3(0.5, 0.5,
|
|
0.5) * tmp_bc;\n\t\t float3 tmp_be = tmp_v + tmp_bd;\n\t\t SetAttribute_FDD06EC7(
|
|
/*inout */color, tmp_be);\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_r = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
|
|
\ float tmp_s = tmp_r[3];\n\t\t float4 tmp_t = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
|
|
\ float tmp_u = tmp_t[3];\n\t\t float tmp_v = min(tmp_s, tmp_u);\n\t\t
|
|
\ SetAttribute_CEEAF35C( /*inout */alpha, tmp_v);\n\t\t}\n\t\t{\n\t\t float
|
|
tmp_t = position[0];\n\t\t float tmp_u = targetPosition[0];\n\t\t float
|
|
tmp_v = tmp_t - tmp_u;\n\t\t float tmp_w = tmp_v * tmp_v;\n\t\t float
|
|
tmp_y = pow(tmp_w, (float)0.5);\n\t\t float tmp_ba = tmp_y - (float)0.150000006;\n\t\t
|
|
\ float tmp_bc = tmp_ba / (float)0;\n\t\t float tmp_bd = saturate(tmp_bc);\n\t\t
|
|
\ float tmp_be = (float)2 * tmp_bd;\n\t\t float tmp_bf = (float)3 - tmp_be;\n\t\t
|
|
\ float tmp_bg = tmp_bf * tmp_bd;\n\t\t float tmp_bh = tmp_bg * tmp_bd;\n\t\t
|
|
\ float tmp_bi = (float)1 - tmp_bh;\n\t\t SetAttribute_C7757136( /*inout
|
|
*/alpha, tmp_bi);\n\t\t}\n\t\t{\n\t\t float tmp_q = UV1[1];\n\t\t float
|
|
tmp_s = tmp_q * (float)1000;\n\t\t uint tmp_t = (uint)tmp_s;\n\t\t uint
|
|
tmp_u = tmp_t ^ asuint(uniform_c);\n\t\t float tmp_v = FixedRand(tmp_u);\n\t\t
|
|
\ uint tmp_w = particleId ^ asuint(uniform_f);\n\t\t float tmp_x = FixedRand(tmp_w);\n\t\t
|
|
\ float tmp_y = uniform_e * tmp_x;\n\t\t float tmp_z = uniform_d + tmp_y;\n\t\t
|
|
\ float tmp_ba = tmp_z * uniform_g;\n\t\t float tmp_bb = UV1[0];\n\t\t
|
|
\ float tmp_bc = tmp_ba + tmp_bb;\n\t\t float tmp_bd = tmp_v * tmp_bc;\n\t\t
|
|
\ float tmp_be = frac(tmp_bd);\n\t\t float tmp_bf = saturate(tmp_be);\n\t\t
|
|
\ float4 tmp_bg = SampleGradient(uniform_b,tmp_bf);\n\t\t float tmp_bh
|
|
= tmp_bg[0];\n\t\t float tmp_bi = tmp_bg[1];\n\t\t float tmp_bj = tmp_bg[2];\n\t\t
|
|
\ float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t SetAttribute_545F0ED(
|
|
/*inout */color, tmp_bk);\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<uint>
|
|
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<uint>
|
|
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<Kvp>
|
|
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"
|
|
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