54c8e907c4
Emmit Particles with one hand Attract them with the other
6606 lines
203 KiB
Text
6606 lines
203 KiB
Text
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- compute: 1
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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_POSITION_CURRENT
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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define
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VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT
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1\n#define VFX_USE_ALIVE_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
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\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\r\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
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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 PositionSphere_0(inout float3 position,
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inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float
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ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface
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spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta
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= ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor)
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* RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x,
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sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction
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= float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius)
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+ ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float
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lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
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Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\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 float3
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position = float3(0, 0, 0);\n uint seed = (uint)0;\n float3 direction
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= float3(0, 0, 1);\n float lifetime = (float)1;\n float3 velocity
|
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= float3(0, 0, 0);\n float age = (float)0;\n bool alive = (bool)true;\n
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\ \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if
|
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VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n
|
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\ \r\n {\n PositionSphere_0( /*inout */position, /*inout
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*/seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.5, (float)6.28318548,
|
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(float)1);\n }\n {\n SetAttribute_F01429A3( /*inout
|
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*/lifetime, /*inout */seed, (float)1, (float)15);\n }\n \n\r\n\r\n#if
|
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VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
|
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= deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n
|
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\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
|
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\ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n
|
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\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n
|
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\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
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* 0x8 + 0x7) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
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index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
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<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000)
|
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<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4)
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<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) <<
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2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n
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\ \n\r\n#endif\r\n }\r\n}\r\n"
|
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- compute: 1
|
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name: '[System 1]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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
|
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\ float4x4 uniform_c;\n float3 uniform_d;\n float deltaTime_a;\n float3
|
|
uniform_e;\n uint PADDING_0;\n float3 Sphere_center_c;\n uint PADDING_1;\nCBUFFER_END\nTexture3D
|
|
VectorField_a;\nSamplerState samplerVectorField_a;\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 VectorFieldForce_267A9(inout
|
|
float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4
|
|
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
|
|
deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative ClosedField:False
|
|
ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
|
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float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField,
|
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vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n
|
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\ \n velocity += ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime
|
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/ mass);\n}\nvoid Force_1(inout float3 velocity, float mass, float3 Velocity,
|
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float Drag, float deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity
|
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- velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid CollisionSphere_0(inout
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float3 position, inout float3 velocity, inout float age, float lifetime, float3
|
|
Sphere_center, float Sphere_radius, float Elasticity, float Friction, float
|
|
LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid
|
|
radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position
|
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+ velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float
|
|
sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign
|
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* radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius *
|
|
totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n
|
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= colliderSign * dir / dist;\n position -= n * (dist - totalRadius) *
|
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colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n
|
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\ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity
|
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= velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity
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-= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n
|
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\ \n age += (LifetimeLoss * lifetime);\n \n }\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
|
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* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
|
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/ mass);\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float
|
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deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float
|
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age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float
|
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lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\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
|
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+ 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\tbool alive = (attributeBuffer.Load((index
|
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* 0x8 + 0x7) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\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
|
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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
|
|
+ 0x3) << 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 VectorFieldForce_267A9(
|
|
/*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),
|
|
(float)12, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bd
|
|
= uniform_e - position;\n\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t
|
|
\ float tmp_bg = tmp_bf[2];\n\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t float
|
|
tmp_bi = tmp_bg + tmp_bh;\n\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t float
|
|
tmp_bk = tmp_bi + tmp_bj;\n\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t
|
|
\ float tmp_bn = (float)1 / tmp_bm;\n\t\t\t float3 tmp_bo = float3(tmp_bn,
|
|
tmp_bn, tmp_bn);\n\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t float3
|
|
tmp_bq = uniform_d * tmp_bp;\n\t\t\t float3 tmp_br = mul((float3x3)uniform_c,
|
|
tmp_bq);\n\t\t\t Force_1( /*inout */velocity, mass, tmp_br, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age,
|
|
lifetime, Sphere_center_c, (float)0.5, (float)0.100000001, (float)0, (float)0,
|
|
deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position,
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|
\ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
|
|
(float)0.897274673, (float)1, (float)1, (uint)3, 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,
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lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\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 + 0x3) << 2,asuint(age));\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\tattributeBuffer.Store((index
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|
* 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\t\n\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
|
|
* 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\tfloat age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x3) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 +
|
|
0x7) << 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 VectorFieldForce_267A9( /*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),
|
|
(float)12, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_bd = uniform_e
|
|
- position;\n\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t float tmp_bg
|
|
= tmp_bf[2];\n\t\t float tmp_bh = tmp_bf[1];\n\t\t float tmp_bi = tmp_bg
|
|
+ tmp_bh;\n\t\t float tmp_bj = tmp_bf[0];\n\t\t float tmp_bk = tmp_bi
|
|
+ tmp_bj;\n\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t float tmp_bn
|
|
= (float)1 / tmp_bm;\n\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t
|
|
\ float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t float3 tmp_bq = uniform_d * tmp_bp;\n\t\t
|
|
\ float3 tmp_br = mul((float3x3)uniform_c, tmp_bq);\n\t\t Force_1( /*inout
|
|
*/velocity, mass, tmp_br, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0(
|
|
/*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_c,
|
|
(float)0.5, (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t
|
|
\ Turbulence_1(position, /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
|
|
float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)0.897274673, (float)1, (float)1,
|
|
(uint)3, 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\r\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,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7)
|
|
<< 2,uint(alive));\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]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
|
|
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
|
|
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
|
|
SrcAlpha 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_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
|
|
VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT
|
|
1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define
|
|
VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define
|
|
VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
|
|
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
|
|
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define 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 gradient_e;\n\t\t uint3 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\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\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_5369138A(inout
|
|
float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite
|
|
AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha
|
|
channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
|
|
value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY =
|
|
value.x;\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\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 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 + 0x7) << 2));\n\t\t\t\t\t\tfloat3
|
|
axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3 axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3
|
|
axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
|
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.100000001;\n\t\t\t\t\t\tfloat
|
|
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
|
|
scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 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\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 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)0.100000001;\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\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)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_D5151644( /*inout */scaleX, (float)0.0299999993);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A(
|
|
/*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
|
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= 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
|
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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
|
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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,
|
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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
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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
|
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\"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
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fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
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o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\n\t\t\t\t#define
|
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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
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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
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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
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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
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VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
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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
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= 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
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= 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"
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