soundvision/UnityProject/Assets/HDRP/Flare.vfx
max 53c1b2d7b5 Azure Kinect Demos
Bought the asset to test with
2019-10-26 11:04:12 +02:00

3087 lines
103 KiB
Text

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- compute: 1
name: '[System 1]Initialize'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout
uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized
*/\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n
\ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n
\ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
\ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
\ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float
A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform
channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\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\n#endif\n float3 position
= float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n
\ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n
\ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if
VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
\ \n {\n PositionSphere_0( /*inout */position, /*inout
*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.72, (float)6.283185,
(float)1);\n }\n {\n SetAttribute_F01429A3( /*inout
*/lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if
VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
* 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n
\ \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float Intensity_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D
VectorField_a;\nSamplerState samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
VectorFieldForce_0(inout float3 velocity, float mass, float3 position, VFXSampler3D
VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Absolute ClosedField:False
ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField,
vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n
\ \n velocity += ((value * Intensity) / mass) * deltaTime;\n}\nvoid EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
{ alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat
mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8
+ 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_0( /*inout
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1),
Intensity_a, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
= position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_0( /*inout */velocity,
mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1),
float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), Intensity_a, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4)
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]Quad Output'
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\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 One \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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define
VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define
VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD
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\tCBUFFER_START(parameters)\n\t\t
\ float4 Scale_d;\n\t\t float Scale_c;\n\t\t float gradient_e;\n\t\t
\ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState
samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<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\n\t\t\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t
\ axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
\ axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\ \n\t\t\t}\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\tvoid SetAttribute_D5151644(inout float scaleX,
float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_53691388(inout
float scaleX, inout float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale
Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform
ColorMode:ColorAndAlpha channels:XY */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t
\ float2 value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleX
= value.x;\n\t\t\t scaleY = value.y;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
age, float lifetime, inout float3 color, inout float alpha, float gradient)
/*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t
\ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t
\ color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x7) << 2));\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 = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x7) << 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\tOrient_6(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_3278B22F( /*inout */size, (float)0.35);\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151644(
/*inout */scaleX, Scale_c);\n\t\t\t\tAttributeFromCurve_53691388( /*inout */scaleX,
\ /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age,
lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t\n\n\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#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\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\tconst float4x4
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\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\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\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\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\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\n\t\t\t\t#define
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
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