soundvision/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/VFX Graph Plane/Neadle Texture.vfx

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--- !u!2058629511 &8926484042661614527
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m_Name: Neadle Texture
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m_ShaderSources:
- compute: 1
name: '[System 1]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
VFX_USE_SCALEZ_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
\ float3 uniform_b;\n uint PADDING_0;\n float3 uniform_c;\n uint
PADDING_1;\n float3 uniform_d;\n uint PADDING_2;\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\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
\ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\nvoid PositionSequential_913D42CB(uint particleId,
inout float3 position, float3 computedPosition) /*shape:ThreeDimensional index:ParticleID
writePosition:True writeTargetPosition:False mode:Wrap */\n{\n position +=
computedPosition;\n \n}\nvoid SetAttribute_D5151645(inout float scaleY, float
Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:Y
*/\n{\n scaleY = Scale.x;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
\ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x *
NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y
* dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\r\n#endif\r\n uint particleId
= (uint)0;\n float3 position = float3(0, 0, 0);\n float scaleY
= (float)1;\n float scaleZ = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
\ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
\ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n
\ {\n uint tmp_w = particleId / (uint)65536;\n uint
tmp_x = tmp_w * (uint)65536;\n uint tmp_y = particleId - tmp_x;\n
\ uint tmp_ba = tmp_y / (uint)256;\n float tmp_bb = (float)tmp_ba;\n
\ uint tmp_bc = tmp_ba * (uint)256;\n uint tmp_bd = tmp_y
- tmp_bc;\n float tmp_be = (float)tmp_bd;\n uint tmp_bf
= tmp_y - tmp_y;\n float tmp_bg = (float)tmp_bf;\n float3
tmp_bh = float3(tmp_bb, tmp_be, tmp_bg);\n float3 tmp_bj = tmp_bh
/ float3(255, 255, 1);\n float3 tmp_bl = tmp_bj * float3(2, 2, 2);\n
\ float3 tmp_bn = tmp_bl - float3(1, 1, 1);\n float tmp_bo
= tmp_bn[0];\n float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n
\ float3 tmp_bq = tmp_bp * uniform_c;\n float3 tmp_br =
uniform_b + tmp_bq;\n float tmp_bs = tmp_bn[1];\n float3
tmp_bt = float3(tmp_bs, tmp_bs, tmp_bs);\n float3 tmp_bu = tmp_bt
* uniform_d;\n float3 tmp_bv = tmp_br + tmp_bu;\n PositionSequential_913D42CB(particleId,
\ /*inout */position, tmp_bv);\n }\n {\n SetAttribute_D5151645(
/*inout */scaleY, (float)0);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
\ if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n
\ uint index = deadListIn[deadIndex];\r\n attributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
* 0x1 + 0x40000) << 2,asuint(scaleY));\n attributeBuffer.Store((index
* 0x1 + 0x50000) << 2,asuint(scaleZ));\n \n\r\n }\r\n#else\r\n
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
0x1 + 0x40000) << 2,asuint(scaleY));\n attributeBuffer.Store((index *
0x1 + 0x50000) << 2,asuint(scaleZ));\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_POSITION_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
\ float2 uniform_b;\n float2 uniform_c;\n float uniform_d;\n float
uniform_e;\n float uniform_f;\n float uniform_g;\n float Blend_a;\n
\ uint3 PADDING_0;\nCBUFFER_END\nTexture2D texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<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_E0455981(inout
float scaleZ, float Scale, float Blend) /*attribute:scale Composition:Blend
Source:Slot Random:Off channels:Z */\n{\n scaleZ = lerp(scaleZ,Scale.x,Blend);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
\ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat
scaleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 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
\ float tmp_bb = position[0];\n\t\t\t float tmp_bc = position[1];\n\t\t\t
\ float2 tmp_bd = float2(tmp_bb, tmp_bc);\n\t\t\t float2 tmp_be = tmp_bd
/ uniform_b;\n\t\t\t float2 tmp_bf = tmp_be - uniform_c;\n\t\t\t float2
tmp_bh = tmp_bf - float2(-1, -1);\n\t\t\t float2 tmp_bj = tmp_bh / float2(2,
2);\n\t\t\t float2 tmp_bl = tmp_bj * float2(1, -1);\n\t\t\t float4 tmp_bn
= SampleTexture(VFX_SAMPLER(texture_b),tmp_bl,(float)0);\n\t\t\t float tmp_bo
= tmp_bn[0];\n\t\t\t float tmp_bp = tmp_bo * uniform_d;\n\t\t\t float
tmp_bq = (float)1 - tmp_bp;\n\t\t\t float tmp_br = (float)1 - tmp_bq;\n\t\t\t
\ float tmp_bs = tmp_br - uniform_e;\n\t\t\t float tmp_bt = ceil(tmp_bs);\n\t\t\t
\ float tmp_bu = saturate(tmp_bt);\n\t\t\t float tmp_bv = tmp_bq * tmp_bu;\n\t\t\t
\ float tmp_bw = tmp_bq - uniform_f;\n\t\t\t float tmp_bx = ceil(tmp_bw);\n\t\t\t
\ float tmp_by = saturate(tmp_bx);\n\t\t\t float tmp_bz = tmp_bv * tmp_by;\n\t\t\t
\ float tmp_ca = tmp_bz * uniform_g;\n\t\t\t SetAttribute_E0455981( /*inout
*/scaleZ, tmp_ca, Blend_a);\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.Store((index
* 0x1 + 0x50000) << 2,asuint(scaleZ));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x50000) << 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 float tmp_bb = position[0];\n\t\t
\ float tmp_bc = position[1];\n\t\t float2 tmp_bd = float2(tmp_bb, tmp_bc);\n\t\t
\ float2 tmp_be = tmp_bd / uniform_b;\n\t\t float2 tmp_bf = tmp_be - uniform_c;\n\t\t
\ float2 tmp_bh = tmp_bf - float2(-1, -1);\n\t\t float2 tmp_bj = tmp_bh
/ float2(2, 2);\n\t\t float2 tmp_bl = tmp_bj * float2(1, -1);\n\t\t float4
tmp_bn = SampleTexture(VFX_SAMPLER(texture_b),tmp_bl,(float)0);\n\t\t float
tmp_bo = tmp_bn[0];\n\t\t float tmp_bp = tmp_bo * uniform_d;\n\t\t float
tmp_bq = (float)1 - tmp_bp;\n\t\t float tmp_br = (float)1 - tmp_bq;\n\t\t
\ float tmp_bs = tmp_br - uniform_e;\n\t\t float tmp_bt = ceil(tmp_bs);\n\t\t
\ float tmp_bu = saturate(tmp_bt);\n\t\t float tmp_bv = tmp_bq * tmp_bu;\n\t\t
\ float tmp_bw = tmp_bq - uniform_f;\n\t\t float tmp_bx = ceil(tmp_bw);\n\t\t
\ float tmp_by = saturate(tmp_bx);\n\t\t float tmp_bz = tmp_bv * tmp_by;\n\t\t
\ float tmp_ca = tmp_bz * uniform_g;\n\t\t SetAttribute_E0455981( /*inout
*/scaleZ, tmp_ca, Blend_a);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0x1 + 0x50000) << 2,asuint(scaleZ));\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]Lit Cube Output'
source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Back\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"IgnoreProjector\"=\"False\"
\"RenderType\"=\"Opaque\" }\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\tZTest
LEqual\n\t\tZWrite On\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_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define
USE_CAST_SHADOWS_PASS 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR
1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_WORLD_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
\ float3 uniform_e;\n\t\t float uniform_c;\n\t\t float2 Scale_c;\n\t\t
\ float uniform_d;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<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//
Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y:
alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
\ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float
scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
\ scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151646(inout float
scaleZ, float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:Z */\n\t\t\t{\n\t\t\t scaleZ = Scale.x;\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\tuint index = (id >> 3) + instanceID * 1024;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
scaleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 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 = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
* 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x50000) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ,
float3(0, 0, 0.5));\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151647( /*inout */scaleX,
\ /*inout */scaleY, Scale_c);\n\t\t\t\t{\n\t\t\t\t float tmp_x = max(scaleZ,
uniform_d);\n\t\t\t\t float tmp_y = uniform_c * tmp_x;\n\t\t\t\t SetAttribute_D5151646(
/*inout */scaleZ, tmp_y);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_x =
float3(scaleZ, scaleZ, scaleZ);\n\t\t\t\t float3 tmp_y = tmp_x / uniform_e;\n\t\t\t\t
\ float3 tmp_z = floor(tmp_y);\n\t\t\t\t float3 tmp_ba = tmp_z * uniform_e;\n\t\t\t\t
\ float tmp_bb = tmp_ba[0];\n\t\t\t\t SetAttribute_D5151646( /*inout */scaleZ,
tmp_bb);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id
& 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id
& 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot
= GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS =
TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
= mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE
\n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
= VFXTransformPositionWorldToClip(vPosWS);\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#if
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX
= texIndex;\n\t\t\t\t#endif\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
alpha = VFXGetFragmentColor(i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
(float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tnointerpolation
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\t#if USE_SOFT_PARTICLE
|| USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation
float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation
uint faceID : TEXCOORD6;\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\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR
&& HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define
VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if HDRP_NEEDS_UVS\n\t\t#define
VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
\ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float
scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
\ scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151646(inout float
scaleZ, float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:Z */\n\t\t\t{\n\t\t\t scaleZ = Scale.x;\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\tuint index = (id >> 3) + instanceID * 1024;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
scaleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 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 = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
* 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x50000) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ,
float3(0, 0, 0.5));\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151647( /*inout */scaleX,
\ /*inout */scaleY, Scale_c);\n\t\t\t\t{\n\t\t\t\t float tmp_x = max(scaleZ,
uniform_d);\n\t\t\t\t float tmp_y = uniform_c * tmp_x;\n\t\t\t\t SetAttribute_D5151646(
/*inout */scaleZ, tmp_y);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_x =
float3(scaleZ, scaleZ, scaleZ);\n\t\t\t\t float3 tmp_y = tmp_x / uniform_e;\n\t\t\t\t
\ float3 tmp_z = floor(tmp_y);\n\t\t\t\t float3 tmp_ba = tmp_z * uniform_e;\n\t\t\t\t
\ float tmp_bb = tmp_ba[0];\n\t\t\t\t SetAttribute_D5151646( /*inout */scaleZ,
tmp_bb);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id
& 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id
& 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot
= GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS =
TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
= mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE
\n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
= VFXTransformPositionWorldToClip(vPosWS);\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#if
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX
= texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.120824598;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\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\tfloat3
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#if
!USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst
VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS
= lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS
= VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS
= normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat3
offsets : TEXCOORD0;\n\t\t\t\t\n\t\t\t\t#if VFX_USE_ALPHA_CURRENT || USE_ALPHA_TEST
\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation
float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation
uint faceID : TEXCOORD2;\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#if USE_ALPHA_TEST\n\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t#endif\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define
VFX_VARYING_FACEID faceID\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define
SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\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
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
\ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float
scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
\ scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_D5151646(inout float
scaleZ, float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:Z */\n\t\t\t{\n\t\t\t scaleZ = Scale.x;\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\tuint index = (id >> 3) + instanceID * 1024;\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 + 0x0) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
scaleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 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 = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index
* 0x1 + 0x40000) << 2));\n\t\t\t\t\t\tfloat scaleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x50000) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ,
float3(0, 0, 0.5));\n\t\t\t\t}\n\t\t\t\tSetAttribute_D5151647( /*inout */scaleX,
\ /*inout */scaleY, Scale_c);\n\t\t\t\t{\n\t\t\t\t float tmp_x = max(scaleZ,
uniform_d);\n\t\t\t\t float tmp_y = uniform_c * tmp_x;\n\t\t\t\t SetAttribute_D5151646(
/*inout */scaleZ, tmp_y);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_x =
float3(scaleZ, scaleZ, scaleZ);\n\t\t\t\t float3 tmp_y = tmp_x / uniform_e;\n\t\t\t\t
\ float3 tmp_z = floor(tmp_y);\n\t\t\t\t float3 tmp_ba = tmp_z * uniform_e;\n\t\t\t\t
\ float tmp_bb = tmp_ba[0];\n\t\t\t\t SetAttribute_D5151646( /*inout */scaleZ,
tmp_bb);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id
& 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id
& 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot
= GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS =
TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS
= vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS
= offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID
= (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot
= mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE
\n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX
= rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS
= VFXTransformPositionWorldToClip(vPosWS);\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#if
USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE
= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX
= texIndex;\n\t\t\t\t#endif\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#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3
VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3
s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s
* i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS
* 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3
tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn
mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS
i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS)
&& defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal
= VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn
= float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse
if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy,
float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef
USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0]
*= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn
mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if
defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot
= float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn
normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS
i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2
uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy
* float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID
== 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv
= i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn
uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
*= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(baseColorMap),i,VFXCubeGetUV(i)).a;\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\r\n\t}\r\n}\r\n"
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