6076 lines
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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_LIFETIME_CURRENT
|
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1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
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VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
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1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
|
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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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\ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\nTexture2D
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texture_b;\nSamplerState samplertexture_b;\n\n\r\n#include \"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
|
|
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 SetAttribute_F0142CB9(inout float lifetime,
|
|
float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC29747(inout
|
|
float3 position, float3 Position) /*attribute:position Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid
|
|
SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity
|
|
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity
|
|
= Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color = Color;\n}\nvoid AttributeFromMap_BA3FE8FA(inout float scaleY,
|
|
VFXSampler2D attributeMap, float2 SamplePosition, float LOD, float valueBias,
|
|
float valueScale) /*attribute:scale Composition:Overwrite SampleMode:Sample2DLOD
|
|
channels:Y */\n{\n \n float value = (float)attributeMap.t.SampleLevel(attributeMap.s,
|
|
SamplePosition, LOD);\n value = (value + valueBias) * valueScale;\n scaleY
|
|
= value.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 float
|
|
lifetime = (float)1;\n float3 position = float3(0, 0, 0);\n float3
|
|
velocity = float3(0, 0, 0);\n float3 color = float3(1, 1, 1);\n float
|
|
scaleY = (float)1;\n uint particleId = (uint)0;\n float angleX
|
|
= (float)0;\n float age = (float)0;\n bool alive = (bool)true;\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 SetAttribute_F0142CB9( /*inout */lifetime,
|
|
(float)20);\n }\n {\n uint tmp_ba = particleId / (uint)512;\n
|
|
\ uint tmp_bb = tmp_ba * (uint)512;\n uint tmp_bc = particleId
|
|
- tmp_bb;\n float tmp_bd = (float)tmp_bc;\n float tmp_bf
|
|
= tmp_bd / (float)511;\n float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n
|
|
\ float3 tmp_bi = tmp_bg * float3(20, 0, 0);\n float tmp_bj
|
|
= tmp_bi[0];\n float3 tmp_bl = float3(tmp_bj, (float)0, (float)0);\n
|
|
\ SetAttribute_CAC29747( /*inout */position, tmp_bl);\n }\n
|
|
\ {\n SetAttribute_E629755( /*inout */velocity, float3(0, 0,
|
|
2));\n }\n {\n float4 tmp_bb = SampleTexture(VFX_SAMPLER(texture_b),float2(0,
|
|
0),(float)0);\n float tmp_bc = tmp_bb[0];\n float tmp_bd
|
|
= tmp_bc * uniform_b;\n float tmp_be = tmp_bc * uniform_c;\n float
|
|
tmp_bf = tmp_bc * uniform_d;\n float3 tmp_bg = float3(tmp_bd, tmp_be,
|
|
tmp_bf);\n SetAttribute_FDD06EC7( /*inout */color, tmp_bg);\n }\n
|
|
\ {\n uint tmp_ba = particleId / (uint)512;\n uint
|
|
tmp_bb = tmp_ba * (uint)512;\n uint tmp_bc = particleId - tmp_bb;\n
|
|
\ float tmp_bd = (float)tmp_bc;\n float tmp_bf = tmp_bd
|
|
/ (float)511;\n float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n
|
|
\ float3 tmp_bi = tmp_bg * float3(20, 0, 0);\n float tmp_bj
|
|
= tmp_bi[0];\n float tmp_bl = tmp_bj / (float)16;\n float2
|
|
tmp_bn = float2(tmp_bl, (float)0);\n AttributeFromMap_BA3FE8FA( /*inout
|
|
*/scaleY, GetVFXSampler(texture_b, samplertexture_b), tmp_bn, (float)0, (float)0.100000001,
|
|
(float)11.6099997);\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.Store((index
|
|
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x4E2000) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x2BF2000) << 2,asuint(velocity));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x3F7A000) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x4 + 0x3F7A003) << 2,asuint(scaleY));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x5302000) << 2,asuint(angleX));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x4E2003) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x4E2004) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store((index
|
|
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x4E2000) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x2BF2000) << 2,asuint(velocity));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x3F7A000) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x4 + 0x3F7A003) << 2,asuint(scaleY));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x5302000) << 2,asuint(angleX));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x4E2003) << 2,asuint(age));\n attributeBuffer.Store((index *
|
|
0x8 + 0x4E2004) << 2,uint(alive));\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_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_ANGLEX_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
|
|
\ float4 Angle_b;\n float deltaTime_a;\n uint3 PADDING_0;\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\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 Gravity(inout
|
|
float3 velocity, float3 Force, float deltaTime)\n{\n velocity += Force *
|
|
deltaTime;\n}\nvoid AttributeFromCurve_EECCE982(inout float angleX, float3 velocity,
|
|
float4 Angle, float2 SpeedRange) /*attribute:angle Composition:Overwrite AlphaComposition:Overwrite
|
|
SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n{\n
|
|
\ float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n
|
|
\ float value = 0.0f;\n value = SampleCurve(Angle, t);\n angleX = value.x;\n}\nvoid
|
|
CollisionPlane_0(inout float3 position, inout float3 velocity, inout float age,
|
|
float lifetime, float3 Plane_position, float3 Plane_normal, float Elasticity,
|
|
float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float
|
|
radius, float4 plane) /*mode:Solid radiusMode:None roughSurface:False */\n{\n
|
|
\ \n float3 nextPos = position + velocity * deltaTime;\n float3 n =
|
|
plane.xyz; // plane.xyz is already multiplied by collider sign\n float w
|
|
= plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n if (distToPlane
|
|
< 0.0f)\n {\n position -= n * distToPlane;\n \n float projVelocity
|
|
= dot(n, velocity);\n \n float3 normalVelocity = projVelocity * n;\n
|
|
\ float3 tangentVelocity = velocity - normalVelocity;\n \n if
|
|
(projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity)
|
|
* n;\n velocity -= Friction * tangentVelocity;\n \n age +=
|
|
(LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout float3
|
|
position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
|
|
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
|
|
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
|
|
false; }\n}\n\n\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\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4E2004) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2BF2000) << 2));\n\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 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
|
|
\ Gravity( /*inout */velocity, float3(0, -9.81000042, 0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ AttributeFromCurve_EECCE982( /*inout */angleX, velocity, Angle_b, float2(0,
|
|
1));\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_0( /*inout */position, /*inout
|
|
*/velocity, /*inout */age, lifetime, float3(0, -6.0999999, 0), float3(0, 1,
|
|
0), (float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0,
|
|
float4(0, 1, 0, -6.0999999));\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
|
|
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
|
|
lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x4E2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0x2BF2000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x5302000) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x4E2003) << 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
|
|
* 0x8 + 0x4E2004) << 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\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2BF2000) << 2));\n\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x8 + 0x4E2004) << 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
|
|
\ Gravity( /*inout */velocity, float3(0, -9.81000042, 0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t
|
|
\ AttributeFromCurve_EECCE982( /*inout */angleX, velocity, Angle_b, float2(0,
|
|
1));\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( /*inout */position, /*inout */velocity,
|
|
\ /*inout */age, lifetime, float3(0, -6.0999999, 0), float3(0, 1, 0), (float)0.100000001,
|
|
(float)0, (float)0, deltaTime_a, (float)1, (float)0, float4(0, 1, 0, -6.0999999));\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 + 0x4E2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index *
|
|
0x4 + 0x2BF2000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index *
|
|
0x1 + 0x5302000) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x8
|
|
+ 0x4E2003) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4E2004)
|
|
<< 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\"=\"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_LIFETIME_CURRENT
|
|
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
|
|
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
|
|
1\n\t\t#define VFX_USE_AGE_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_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_SCALEZ_CURRENT
|
|
1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 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
|
|
\ float gradient_b;\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//
|
|
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_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 USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
|
|
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 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};\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.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\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_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
|
|
\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
|
|
VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
|
|
\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
|
|
= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
|
|
\ #endif\n\t\t\t \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\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F7A000) << 2));\n\t\t\t\t\t\tfloat
|
|
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x3F7A003) << 2));\n\t\t\t\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4E2004) << 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
|
|
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 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 + 0x4E2004) << 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\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F7A000) << 2));\n\t\t\t\t\t\tfloat
|
|
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x3F7A003) << 2));\n\t\t\t\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 2));\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
|
|
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 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_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age,
|
|
lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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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
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= 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
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= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
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|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
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|
= 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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
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|
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
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(float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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{ \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
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|
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
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|
: 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_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
|
|
\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
|
|
VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
|
|
\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
|
|
= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
|
|
\ #endif\n\t\t\t \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\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F7A000) << 2));\n\t\t\t\t\t\tfloat
|
|
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x3F7A003) << 2));\n\t\t\t\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4E2004) << 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
|
|
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 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 + 0x4E2004) << 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\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E2000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F7A000) << 2));\n\t\t\t\t\t\tfloat
|
|
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x3F7A003) << 2));\n\t\t\t\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x5302000) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E2003) << 2));\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
|
|
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 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_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age,
|
|
lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
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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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