soundvision/UnityProject/Assets/Scenes/Examples/VisualEffectGraph/Position Texture.vfx
2019-11-27 18:55:11 +01:00

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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}\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 float3 color
= float3(1, 1, 1);\n float alpha = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
\ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
\ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n
\ {\n uint tmp_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\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.Store3((index
* 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
* 0x4 + 0x40003) << 2,asuint(alpha));\n \n\r\n }\r\n#else\r\n
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
* 0x4 + 0x40000) << 2,asuint(color));\n attributeBuffer.Store((index
* 0x4 + 0x40003) << 2,asuint(alpha));\n \n\r\n#endif\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
VFX_HAS_INDIRECT_DRAW 1\n#define VFX_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 Blend_a;\n float Color_b;\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_CE7D5850(inout
float3 position, float3 Position, float Blend) /*attribute:position Composition:Blend
Source:Slot Random:Off channels:XYZ */\n{\n position = lerp(position,Position,Blend);\n}\nvoid
AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color,
float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n
\ float t = SampleTime;\n float4 value = 0.0f;\n value = SampleGradient(Color,
t);\n color = value.rgb;\n alpha = value.a;\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\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x40003) << 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_ba = position[0];\n\t\t\t float tmp_bb = position[1];\n\t\t\t
\ float2 tmp_bd = float2(tmp_ba, tmp_bb);\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 = tmp_bp - uniform_e;\n\t\t\t
\ float tmp_bs = ceil(tmp_br);\n\t\t\t float tmp_bt = saturate(tmp_bs);\n\t\t\t
\ float tmp_bu = tmp_bq * tmp_bt;\n\t\t\t float tmp_bv = tmp_bq - uniform_f;\n\t\t\t
\ float tmp_bw = ceil(tmp_bv);\n\t\t\t float tmp_bx = saturate(tmp_bw);\n\t\t\t
\ float tmp_by = tmp_bu * tmp_bx;\n\t\t\t float tmp_ca = tmp_by * (float)-1;\n\t\t\t
\ float3 tmp_cb = float3(tmp_ba, tmp_bb, tmp_ca);\n\t\t\t SetAttribute_CE7D5850(
/*inout */position, tmp_cb, Blend_a);\n\t\t\t}\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 = tmp_bp - uniform_e;\n\t\t\t
\ float tmp_bs = ceil(tmp_br);\n\t\t\t float tmp_bt = saturate(tmp_bs);\n\t\t\t
\ float tmp_bu = tmp_bq * tmp_bt;\n\t\t\t float tmp_bv = tmp_bq - uniform_f;\n\t\t\t
\ float tmp_bw = ceil(tmp_bv);\n\t\t\t float tmp_bx = saturate(tmp_bw);\n\t\t\t
\ float tmp_by = tmp_bu * tmp_bx;\n\t\t\t AttributeFromCurve_39BD5D15(
/*inout */color, /*inout */alpha, Color_b, tmp_by);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif
(alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) <<
2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x40000)
<< 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x40003)
<< 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x40000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
* 0x4 + 0x40003) << 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_ba = position[0];\n\t\t
\ float tmp_bb = position[1];\n\t\t float2 tmp_bd = float2(tmp_ba, tmp_bb);\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 = tmp_bp - uniform_e;\n\t\t
\ float tmp_bs = ceil(tmp_br);\n\t\t float tmp_bt = saturate(tmp_bs);\n\t\t
\ float tmp_bu = tmp_bq * tmp_bt;\n\t\t float tmp_bv = tmp_bq - uniform_f;\n\t\t
\ float tmp_bw = ceil(tmp_bv);\n\t\t float tmp_bx = saturate(tmp_bw);\n\t\t
\ float tmp_by = tmp_bu * tmp_bx;\n\t\t float tmp_ca = tmp_by * (float)-1;\n\t\t
\ float3 tmp_cb = float3(tmp_ba, tmp_bb, tmp_ca);\n\t\t SetAttribute_CE7D5850(
/*inout */position, tmp_cb, Blend_a);\n\t\t}\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 = tmp_bp - uniform_e;\n\t\t
\ float tmp_bs = ceil(tmp_br);\n\t\t float tmp_bt = saturate(tmp_bs);\n\t\t
\ float tmp_bu = tmp_bq * tmp_bt;\n\t\t float tmp_bv = tmp_bq - uniform_f;\n\t\t
\ float tmp_bw = ceil(tmp_bv);\n\t\t float tmp_bx = saturate(tmp_bw);\n\t\t
\ float tmp_by = tmp_bu * tmp_bx;\n\t\t AttributeFromCurve_39BD5D15( /*inout
*/color, /*inout */alpha, Color_b, tmp_by);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4
+ 0x40000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0x40003)
<< 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex
= indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] =
index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]Mesh Output'
source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_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 USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define
VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_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 Scale_a;\n\t\t uint 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\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
SetAttribute_D5151642(inout float scaleX, inout float scaleY, inout float scaleZ,
float3 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t
\ scaleZ = Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i, uint instanceID :
SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x40003) << 2));\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
axisY = float3(0, 1, 0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tfloat
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 = (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\tfloat3 color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x40000) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
* 0x4 + 0x40003) << 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#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_D5151642(
/*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, Scale_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
= TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL
= normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT
= float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t#define
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]CameraSort'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos
= mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos =
position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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