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name: '[Root]Initialize'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
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1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
|
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VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
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1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT
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1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
|
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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 float
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uniform_e;\n float uniform_f;\n float uniform_g;\n float Lifetime_c;\n
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\ uint PADDING_0;\nCBUFFER_END\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
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attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
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!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
|
|
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
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\ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
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nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
|
|
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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|
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
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|
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
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inputAdditional;\r\n#endif\r\n\r\nvoid 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
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float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
|
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Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
|
|
SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
|
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Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime
|
|
= Lifetime;\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
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|
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
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|
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
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\ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n
|
|
\ 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 float3
|
|
position = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float
|
|
lifetime = (float)1;\n uint particleId = (uint)0;\n uint seed
|
|
= (uint)0;\n float3 targetPosition = float3(0, 0, 0);\n float
|
|
size = (float)0.100000001;\n float age = (float)0;\n float rateCount_d
|
|
= (float)0;\n float3 color = float3(1, 1, 1);\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 uint tmp_v = particleId ^ asuint(uniform_b);\n
|
|
\ float tmp_w = FixedRand(tmp_v);\n float tmp_y = tmp_w
|
|
* (float)80;\n float tmp_z = (float)-40 + tmp_y;\n uint
|
|
tmp_bb = particleId ^ asuint(uniform_c);\n float tmp_bc = FixedRand(tmp_bb);\n
|
|
\ float tmp_bd = tmp_bc * (float)80;\n float tmp_be = (float)-40
|
|
+ tmp_bd;\n float3 tmp_bf = float3(tmp_z, (float)0, tmp_be);\n SetAttribute_CAC29747(
|
|
/*inout */position, tmp_bf);\n }\n {\n float tmp_u
|
|
= RAND;\n float tmp_v = tmp_u * uniform_e;\n float tmp_w
|
|
= uniform_d + tmp_v;\n float tmp_x = RAND;\n float tmp_y
|
|
= tmp_x * uniform_g;\n float tmp_z = uniform_f + tmp_y;\n float
|
|
tmp_ba = RAND;\n float tmp_bb = tmp_ba * uniform_e;\n float
|
|
tmp_bc = uniform_d + tmp_bb;\n float3 tmp_bd = float3(tmp_w, tmp_z,
|
|
tmp_bc);\n SetAttribute_E629755( /*inout */velocity, tmp_bd);\n }\n
|
|
\ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_c);\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 * 0xC + 0x0) << 2,asuint(position));\n
|
|
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
|
|
\ attributeBuffer.Store((index * 0x1 + 0x125100) << 2,asuint(lifetime));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x13D7C4) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x13D7C7) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_d));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x13D7C0) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
|
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
|
|
<< 2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x125100)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C4)
|
|
<< 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x8 +
|
|
0x13D7C7) << 2,asuint(size));\n attributeBuffer.Store((index * 0xC +
|
|
0x3) << 2,asuint(age));\n attributeBuffer.Store((index * 0xC + 0x7) <<
|
|
2,asuint(rateCount_d));\n attributeBuffer.Store3((index * 0x8 + 0x13D7C0)
|
|
<< 2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n
|
|
\ \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[Root]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
|
|
VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
|
1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT
|
|
1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_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 Size_b;\n float3 Velocity_e;\n float Rate_d;\n float deltaTime_d;\n
|
|
\ float Color_f;\n uint2 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer<uint>
|
|
eventListOut_a;\nAppendStructuredBuffer<uint> eventListOut_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_2CF4000A(inout
|
|
float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
|
|
AttributeFromCurve_45ABB909(inout float size, float age, float lifetime, float4
|
|
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
|
|
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t =
|
|
age / lifetime;\n float value = 0.0f;\n value = SampleCurve(Size, t);\n
|
|
\ size = value;\n}\nvoid GPUEventAlways(inout uint eventCount, uint count)\n{\n
|
|
\ eventCount = count;\n}\nvoid GPUEventRate_0(inout float rateCount_d, inout
|
|
uint eventCount, float Rate, float deltaTime) /*mode:OverTime */\n{\n rateCount_d
|
|
+= deltaTime * Rate;\n uint count = floor(rateCount_d);\n rateCount_d
|
|
= frac(rateCount_d);\n eventCount = count;\n}\nvoid SetAttribute_6ED152F(inout
|
|
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Multiply
|
|
Source:Slot Random:Off channels:XYZ */\n{\n velocity *= Velocity;\n}\nvoid
|
|
AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age,
|
|
float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
|
|
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n
|
|
\ float t = age / lifetime;\n float4 value = 0.0f;\n value = SampleGradient(Color,
|
|
t);\n color = value.rgb;\n alpha = value.a;\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
|
|
* 0xC + 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat3 velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x125100) << 2));\n\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x13D7C4) << 2));\n\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x13D7C7) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
|
|
= 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
|
|
rateCount_d = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x13D7C0) << 2));\n\t\t\tfloat
|
|
alpha = (float)1;\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\tSetAttribute_2CF4000A( /*inout */targetPosition,
|
|
position);\n\t\t\tAttributeFromCurve_45ABB909( /*inout */size, age, lifetime,
|
|
Size_b);\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout
|
|
*/eventCount, (uint)1);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount
|
|
= 0u;\n\t\t\tGPUEventRate_0( /*inout */rateCount_d, /*inout */eventCount, Rate_d,
|
|
deltaTime_d);\n\t\t\teventCount_b += eventCount;\n\t\t\tSetAttribute_6ED152F(
|
|
/*inout */velocity, Velocity_e);\n\t\t\tAttributeFromCurve_48A86161( /*inout
|
|
*/color, /*inout */alpha, age, lifetime, Color_f);\n\t\t\tEulerIntegration(
|
|
/*inout */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x13D7C4) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x13D7C7) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC
|
|
+ 0x7) << 2,asuint(rateCount_d));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x13D7C0) << 2,asuint(color));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\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
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x125100) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x13D7C4) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x13D7C7) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
|
|
eventCount = (uint)0;\n\t\tfloat rateCount_d = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x7) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x13D7C0) << 2));\n\t\tfloat alpha = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
|
|
* 0xC + 0x8) << 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\tSetAttribute_2CF4000A( /*inout */targetPosition,
|
|
position);\n\t\tAttributeFromCurve_45ABB909( /*inout */size, age, lifetime,
|
|
Size_b);\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways( /*inout */eventCount,
|
|
(uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount = 0u;\n\t\tGPUEventRate_0(
|
|
/*inout */rateCount_d, /*inout */eventCount, Rate_d, deltaTime_d);\n\t\teventCount_b
|
|
+= eventCount;\n\t\tSetAttribute_6ED152F( /*inout */velocity, Velocity_e);\n\t\tAttributeFromCurve_48A86161(
|
|
/*inout */color, /*inout */alpha, age, lifetime, Color_f);\n\t\tEulerIntegration(
|
|
/*inout */position, velocity, deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age,
|
|
lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
|
|
0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
|
|
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x13D7C4)
|
|
<< 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index * 0x8 + 0x13D7C7)
|
|
<< 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_d));\n\t\tattributeBuffer.Store3((index *
|
|
0x8 + 0x13D7C0) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0xC
|
|
+ 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor
|
|
(uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
|
|
name: '[Trail]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
|
|
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
|
|
VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
|
|
1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define
|
|
VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
|
|
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_32764A86(inout
|
|
float size, float Value) /*attribute:size Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n size = Value;\n}\nvoid SetAttribute_FDCE071E(inout
|
|
float3 color, float3 Value) /*attribute:color Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_2CF667B3(inout
|
|
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
|
|
SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n age = Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
|
|
\ float size = (float)0.100000001;\n float3 color = float3(1, 1,
|
|
1);\n float3 targetPosition = float3(0, 0, 0);\n float age = (float)0;\n
|
|
\ bool alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x1 + 0x125100) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x13D7C7) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x13D7C0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x13D7C4) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\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 float3 tmp_u
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
|
|
\ }\n {\n float tmp_u = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_u);\n }\n {\n float tmp_u =
|
|
size_source;\n SetAttribute_32764A86( /*inout */size, tmp_u);\n }\n
|
|
\ {\n float3 tmp_u = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_u);\n }\n {\n float3 tmp_u = targetPosition_source;\n
|
|
\ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_u);\n }\n
|
|
\ {\n float tmp_u = age_source;\n SetAttribute_99EA5134(
|
|
/*inout */age, tmp_u);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x7270E00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(color));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x8) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x7BFA480) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x8583B00) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
|
|
0x1 + 0x7270E00) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index * 0xC
|
|
+ 0x4) << 2,asuint(color));\n attributeBuffer.Store3((index * 0xC + 0x8)
|
|
<< 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x1 +
|
|
0x7BFA480) << 2,asuint(age));\n attributeBuffer.Store((index * 0x1 +
|
|
0x8583B00) << 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[Trail]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_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
|
|
\ 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 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
|
|
* 0x1 + 0x8583B00) << 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 + 0x7270E00) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\t\tfloat3
|
|
position_source = float3(0, 0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat
|
|
size_source = (float)0.100000001;\n\t\t\tfloat3 color_source = float3(1, 1,
|
|
1);\n\t\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source
|
|
= age;\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\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.Store((index
|
|
* 0x1 + 0x7BFA480) << 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
|
|
* 0x1 + 0x8583B00) << 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 + 0x7270E00) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x7BFA480) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x8583B00) << 2));\n\t\tfloat3
|
|
position_source = float3(0, 0, 0);\n\t\tfloat lifetime_source = lifetime;\n\t\tfloat
|
|
size_source = (float)0.100000001;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat3
|
|
targetPosition_source = float3(0, 0, 0);\n\t\tfloat age_source = age;\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\tAge(
|
|
/*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x7BFA480) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x8583B00) << 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: 1
|
|
name: '[System 3]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_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
|
|
\ float3 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
|
|
PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer<uint> eventListOut_a;\nAppendStructuredBuffer<uint>
|
|
eventListOut_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 GPUEventAlways(inout
|
|
uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
|
|
float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
|
|
*/\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
|
|
\ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
|
|
float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
|
|
SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
|
|
Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
|
|
*= Velocity;\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 * 0xC
|
|
+ 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
|
|
asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
|
|
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
|
|
= 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
|
|
rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
|
|
position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3
|
|
velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3
|
|
color_source = float3(1, 1, 1);\n\t\t\tfloat age_source = age;\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
|
|
\ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
|
|
\ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
|
|
/*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
|
|
+= eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
|
|
/*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
|
|
velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
|
|
0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\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
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
|
|
0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
|
|
eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
|
|
+ 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
|
|
= lifetime;\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat size_source =
|
|
(float)0.100000001;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat age_source
|
|
= age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
|
|
/*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
|
|
= 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
|
|
deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
|
|
*/targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
|
|
Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
|
|
/*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
|
|
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
|
|
<< 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
|
|
eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
|
|
name: '[System 3]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
|
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
|
|
VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
|
|
1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define
|
|
VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE
|
|
1\n#define VFX_USE_SPAWNER_FROM_GPU 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
|
|
\ float uniform_b;\n float uniform_c;\n uint2 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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
|
|
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_E602FAC(inout
|
|
float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout
|
|
float size, float Value) /*attribute:size Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n size = Value;\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_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
|
|
float age, float Value) /*attribute:age Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n age = Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
|
|
\ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n
|
|
\ float3 color = float3(1, 1, 1);\n float age = (float)0;\n uint
|
|
seed = (uint)0;\n float rateCount_b = (float)0;\n float3 targetPosition
|
|
= float3(0, 0, 0);\n bool alive = (bool)true;\n float3 position_source
|
|
= asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float
|
|
lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x125100)
|
|
<< 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x13D7C7) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x13D7C0) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\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 float3 tmp_n
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n
|
|
\ }\n {\n float tmp_n = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_n);\n }\n {\n float3 tmp_n
|
|
= velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_n);\n
|
|
\ }\n {\n float tmp_n = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_n);\n }\n {\n float tmp_n = RAND;\n
|
|
\ float tmp_o = tmp_n * uniform_c;\n float tmp_p = uniform_b
|
|
+ tmp_o;\n float tmp_q = velocity[1];\n float tmp_r =
|
|
RAND;\n float tmp_s = tmp_r * uniform_c;\n float tmp_t
|
|
= uniform_b + tmp_s;\n float3 tmp_u = float3(tmp_p, tmp_q, tmp_t);\n
|
|
\ SetAttribute_E629755( /*inout */velocity, tmp_u);\n }\n {\n
|
|
\ float3 tmp_n = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_n);\n }\n {\n float tmp_n = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_n);\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 * 0xC + 0x0) << 2,asuint(position));\n
|
|
\ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
|
|
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x687) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
|
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
|
|
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687)
|
|
<< 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + 0x684) <<
|
|
2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n
|
|
\ }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 4]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_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
|
|
\ 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 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3
|
|
position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
|
|
age_source = age;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\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\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.Store((index * 0x1 + 0x13D7C0)
|
|
<< 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
|
|
= float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
|
|
lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
|
|
age_source = age;\n\t\tfloat3 color_source = float3(1, 1, 1);\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\tAge(
|
|
/*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x155E80) << 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: 1
|
|
name: '[System 4]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
|
|
VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
|
|
VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
|
|
1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
|
|
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
|
|
SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
|
|
= Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
|
|
= Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
|
|
Value;\n}\nvoid SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n color
|
|
= Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float3 targetPosition =
|
|
float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
|
|
\ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool
|
|
alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x684) << 2));\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 float3 tmp_u
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
|
|
\ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
|
|
/*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
|
|
= lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
|
|
\ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n
|
|
\ float3 tmp_u = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_u);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1
|
|
+ 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC
|
|
+ 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80)
|
|
<< 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[Trail]Lit Quad Output'
|
|
source: "Shader \"Hidden/VFX/Trail/Lit 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_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
|
|
VFX_USE_TARGETPOSITION_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_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_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#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\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\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
|
|
WRITE_NORMAL_BUFFER\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\t//
|
|
w: smoothness\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 vector scale u\n\t\t\t\t//
|
|
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4
|
|
normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define
|
|
VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x8583B00) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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 * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\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\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
|
|
frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor
|
|
: SV_Target\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#ifdef
|
|
WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef
|
|
SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the
|
|
editor, this code allow to output the outline correctly\n\t\t\t\toutColor =
|
|
float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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\t\n\t\t\t\t\n\t\t\tstruct
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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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\t\n\t\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x8583B00) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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 * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
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= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
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defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
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invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
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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
|
|
= 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\t\t\t\t\t\t#ifdef
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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
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\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\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
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= 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
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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
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\ \n\t\t\t\t\t\t\t\t\t metallic = (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_METALLIC
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= 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
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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
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|
= 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
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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
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= 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
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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
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= 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
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|
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
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|
= 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
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|
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
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= 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
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|
= 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
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|
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
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|
= 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
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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\n\t\t\t#define
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|
SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
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VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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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
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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
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= 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
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|
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
|
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= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
|
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= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
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= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
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= 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
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|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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|
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
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|
\"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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
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|
fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
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|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
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|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
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|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\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\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
|
|
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
|
|
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\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\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x8583B00) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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 * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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)0.5;\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)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_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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
|
= VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x8583B00) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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 * 0x1 + 0x8583B00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat3
|
|
color_source = color;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat
|
|
age_source = (float)0;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\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
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
|
|
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 4]Lit Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 4/Lit 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_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_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#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\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\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
|
|
WRITE_NORMAL_BUFFER\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\t//
|
|
w: smoothness\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 vector scale u\n\t\t\t\t//
|
|
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4
|
|
normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define
|
|
VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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
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|
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
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|
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\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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\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\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
|
|
frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor
|
|
: SV_Target\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#ifdef
|
|
WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef
|
|
SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the
|
|
editor, this code allow to output the outline correctly\n\t\t\t\toutColor =
|
|
float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\t\n\t\t\t\n\t\t#define
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|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
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VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
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builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define
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VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
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uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if
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!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
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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
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\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
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Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
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*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
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\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
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VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
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\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
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= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
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\ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
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inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
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float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
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*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
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\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
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/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
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= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
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\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
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\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
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vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
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: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
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= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
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instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
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(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
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o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
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= 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
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(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
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// 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
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VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
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position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
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targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
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size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
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color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
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|
+ 0x155E80) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1, 0, 0);\n\t\t\t\t\t\tfloat3
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|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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)0.5;\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)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_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
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= 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
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|
= 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
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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
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|
= 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
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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\n\t\t\t#define
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|
SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
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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
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|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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|
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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
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|
fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
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|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
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|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
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|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
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|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
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|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
|
|
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
|
|
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\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\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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)0.5;\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)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_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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
|
= VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\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
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
|
|
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 5]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
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VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
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\ float3 Velocity_d;\n float Rate_b;\n float deltaTime_b;\n uint3
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PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer<uint> eventListOut_a;\nAppendStructuredBuffer<uint>
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eventListOut_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
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attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer<uint>
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deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
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indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint
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dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid GPUEventAlways(inout
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uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
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float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
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*/\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
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\ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
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float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
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Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
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SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
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Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
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*= Velocity;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
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float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
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float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
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float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
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}\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
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groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
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id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
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* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if
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VFX_USE_ALIVE_CURRENT\r\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
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+ 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
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asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
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= asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
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= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
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= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
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= 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
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rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
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targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
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position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3
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velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3
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color_source = float3(1, 1, 1);\n\t\t\tfloat age_source = age;\n\t\t\t\n\r\n\t\t\t\r\n#if
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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
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\ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
|
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\ eventCount_a += eventCount;\n\t\t\t}\n\t\t\teventCount = 0u;\n\t\t\tGPUEventRate_0(
|
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/*inout */rateCount_b, /*inout */eventCount, Rate_b, deltaTime_b);\n\t\t\teventCount_b
|
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+= eventCount;\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F(
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/*inout */velocity, Velocity_d);\n\t\t\tEulerIntegration( /*inout */position,
|
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velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age,
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lifetime, /*inout */alive);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
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* 0xC + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
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* 0xC + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index *
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0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0xC +
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0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
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+ 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
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++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
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++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
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\ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
|
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= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
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* 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
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++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
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++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
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= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
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* 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
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* 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
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* 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
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0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
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eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
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* 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
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* 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
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+ 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
|
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= lifetime;\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat size_source =
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(float)0.100000001;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat age_source
|
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= age;\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
|
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= position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventAlways(
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/*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\teventCount
|
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= 0u;\n\t\tGPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, Rate_b,
|
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deltaTime_b);\n\t\teventCount_b += eventCount;\n\t\tSetAttribute_2CF4000A( /*inout
|
|
*/targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
|
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Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
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/*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
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|
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
|
|
<< 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
|
|
eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if
|
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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"
|
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- compute: 1
|
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name: '[System 5]Initialize'
|
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
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VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
|
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VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
|
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1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define
|
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VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE
|
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1\n#define VFX_USE_SPAWNER_FROM_GPU 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
|
|
\ float uniform_b;\n float uniform_c;\n uint2 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
|
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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
|
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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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
|
|
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_E602FAC(inout
|
|
float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout
|
|
float size, float Value) /*attribute:size Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n size = Value;\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_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
|
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float age, float Value) /*attribute:age Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n age = Value;\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
|
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* 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
|
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on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
|
|
\ 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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
|
|
\ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n
|
|
\ float3 color = float3(1, 1, 1);\n float age = (float)0;\n uint
|
|
seed = (uint)0;\n float rateCount_b = (float)0;\n float3 targetPosition
|
|
= float3(0, 0, 0);\n bool alive = (bool)true;\n float3 position_source
|
|
= asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float
|
|
lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600)
|
|
<< 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\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 float3 tmp_n
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n
|
|
\ }\n {\n float tmp_n = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_n);\n }\n {\n float3 tmp_n
|
|
= velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_n);\n
|
|
\ }\n {\n float tmp_n = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_n);\n }\n {\n float tmp_n = RAND;\n
|
|
\ float tmp_o = tmp_n * uniform_c;\n float tmp_p = uniform_b
|
|
+ tmp_o;\n float tmp_q = velocity[1];\n float tmp_r =
|
|
RAND;\n float tmp_s = tmp_r * uniform_c;\n float tmp_t
|
|
= uniform_b + tmp_s;\n float3 tmp_u = float3(tmp_p, tmp_q, tmp_t);\n
|
|
\ SetAttribute_E629755( /*inout */velocity, tmp_u);\n }\n {\n
|
|
\ float3 tmp_n = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_n);\n }\n {\n float tmp_n = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_n);\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 * 0xC + 0x0) << 2,asuint(position));\n
|
|
\ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
|
|
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x687) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
|
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
|
|
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687)
|
|
<< 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + 0x684) <<
|
|
2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n
|
|
\ }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 6]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_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
|
|
\ 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 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3
|
|
position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
|
|
age_source = age;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\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\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.Store((index * 0x1 + 0x13D7C0)
|
|
<< 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
|
|
= float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
|
|
lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
|
|
age_source = age;\n\t\tfloat3 color_source = float3(1, 1, 1);\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\tAge(
|
|
/*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x155E80) << 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: 1
|
|
name: '[System 6]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
|
|
VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
|
|
VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
|
|
1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
|
|
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
|
|
SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
|
|
= Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
|
|
= Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
|
|
Value;\n}\nvoid SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n color
|
|
= Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float3 targetPosition =
|
|
float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
|
|
\ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool
|
|
alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x684) << 2));\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 float3 tmp_u
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
|
|
\ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
|
|
/*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
|
|
= lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
|
|
\ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n
|
|
\ float3 tmp_u = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_u);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1
|
|
+ 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC
|
|
+ 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80)
|
|
<< 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 6]Lit Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 6/Lit 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_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_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#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\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\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
|
|
WRITE_NORMAL_BUFFER\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\t//
|
|
w: smoothness\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 vector scale u\n\t\t\t\t//
|
|
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4
|
|
normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define
|
|
VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\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\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t,
|
|
out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
|
|
frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor
|
|
: SV_Target\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#ifdef
|
|
WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
|
|
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef
|
|
SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the
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editor, this code allow to output the outline correctly\n\t\t\t\toutColor =
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float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
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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
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
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multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
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HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
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|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
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|| 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\t\n\t\t\t\t\n\t\t\tstruct
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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
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(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
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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
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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
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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//
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x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
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|
scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
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|
materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
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uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
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|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\t\n\t\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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)
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\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
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VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
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= 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
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&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
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= invSoftParticlesFadeDistance;\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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USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
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|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
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= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
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defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
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USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
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invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
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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\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef
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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
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\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\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
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= 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
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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
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\ \n\t\t\t\t\t\t\t\t\t metallic = (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_METALLIC
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|
= 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
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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
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|
= 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
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|
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
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= 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
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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
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= 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
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|
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
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|
= 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
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|
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
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|
= 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
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|
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
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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\n\t\t\t#define
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|
SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid
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VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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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
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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
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|
= 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,
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|
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
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|
= 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
|
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= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
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|
= 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
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|
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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|
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
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|
\"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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
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|
fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
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|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
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|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
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|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
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|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
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|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
|
|
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
|
|
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile
|
|
_ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\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\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
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uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
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VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
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posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
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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
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\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
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Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
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*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
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\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
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VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
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\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
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= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
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\ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout float3 axisX,
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inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
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float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
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*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
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\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
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/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
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= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
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\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
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\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
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vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
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: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
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= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
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instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
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(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
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o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
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= 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
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(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
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|
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 * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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)0.5;\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)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_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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
|
= VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\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
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
|
|
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 7]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_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
|
|
\ float3 Velocity_d;\n float deltaTime_b;\nCBUFFER_END\nAppendStructuredBuffer<uint>
|
|
eventListOut_a;\nAppendStructuredBuffer<uint> eventListOut_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 GPUEventAlways(inout
|
|
uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid GPUEventRate_0(inout
|
|
float rateCount_b, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
|
|
*/\n{\n rateCount_b += deltaTime * Rate;\n uint count = floor(rateCount_b);\n
|
|
\ rateCount_b = frac(rateCount_b);\n eventCount = count;\n}\nvoid SetAttribute_2CF4000A(inout
|
|
float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
|
|
SetAttribute_6ED152F(inout float3 velocity, float3 Velocity) /*attribute:velocity
|
|
Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n velocity
|
|
*= Velocity;\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 * 0xC
|
|
+ 0x8) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position =
|
|
asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\tfloat3 velocity
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tfloat age
|
|
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tuint eventCount_a
|
|
= 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat
|
|
rateCount_b = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x680) << 2));\n\t\t\tfloat3
|
|
position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3
|
|
velocity_source = velocity;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat3
|
|
color_source = float3(1, 1, 1);\n\t\t\tfloat age_source = age;\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
|
|
\ eventCount = 0u;\n\t\t\t GPUEventAlways( /*inout */eventCount, (uint)1);\n\t\t\t
|
|
\ eventCount_a += eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t
|
|
\ GPUEventRate_0( /*inout */rateCount_b, /*inout */eventCount, (float)1,
|
|
deltaTime_b);\n\t\t\t eventCount_b += eventCount;\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A(
|
|
/*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity,
|
|
Velocity_d);\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\t\tAge(
|
|
/*inout */age, deltaTime_b);\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 * 0xC + 0x0) <<
|
|
2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x4) <<
|
|
2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\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
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
|
|
++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i = 0; i < eventCount_b;
|
|
++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
|
|
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x600) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0xC + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
|
|
0xC + 0x3) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
|
|
eventCount = (uint)0;\n\t\tfloat rateCount_b = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x7) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x680) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC
|
|
+ 0x8) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat lifetime_source
|
|
= lifetime;\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat size_source =
|
|
(float)0.100000001;\n\t\tfloat3 color_source = float3(1, 1, 1);\n\t\tfloat age_source
|
|
= age;\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 eventCount = 0u;\n\t\t GPUEventAlways(
|
|
/*inout */eventCount, (uint)1);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\t{\n\t\t
|
|
\ eventCount = 0u;\n\t\t GPUEventRate_0( /*inout */rateCount_b, /*inout
|
|
*/eventCount, (float)1, deltaTime_b);\n\t\t eventCount_b += eventCount;\n\t\t}\n\t\tSetAttribute_2CF4000A(
|
|
/*inout */targetPosition, position);\n\t\tSetAttribute_6ED152F( /*inout */velocity,
|
|
Velocity_d);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_b);\n\t\tAge(
|
|
/*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0xC
|
|
+ 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0xC + 0x3)
|
|
<< 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i)
|
|
eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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: 1
|
|
name: '[System 7]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
|
|
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_AGE_CURRENT
|
|
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_RATECOUNT_B_CURRENT 1\n#define
|
|
VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
|
|
1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define
|
|
VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_AGE_SOURCE
|
|
1\n#define VFX_USE_SPAWNER_FROM_GPU 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
|
|
\ float uniform_b;\n float uniform_c;\n uint2 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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
|
|
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_E602FAC(inout
|
|
float3 velocity, float3 Value) /*attribute:velocity Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n velocity = Value;\n}\nvoid SetAttribute_32764A86(inout
|
|
float size, float Value) /*attribute:size Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n size = Value;\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_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_99EA5134(inout
|
|
float age, float Value) /*attribute:age Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n age = Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
|
|
\ float3 velocity = float3(0, 0, 0);\n float size = (float)0.100000001;\n
|
|
\ float3 color = float3(1, 1, 1);\n float age = (float)0;\n uint
|
|
seed = (uint)0;\n float rateCount_b = (float)0;\n float3 targetPosition
|
|
= float3(0, 0, 0);\n bool alive = (bool)true;\n float3 position_source
|
|
= asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0xC + 0x0) << 2));\n float
|
|
lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x600)
|
|
<< 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x687) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x684) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\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 float3 tmp_n
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_n);\n
|
|
\ }\n {\n float tmp_n = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_n);\n }\n {\n float3 tmp_n
|
|
= velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_n);\n
|
|
\ }\n {\n float tmp_n = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_n);\n }\n {\n float tmp_n = RAND;\n
|
|
\ float tmp_o = tmp_n * uniform_c;\n float tmp_p = uniform_b
|
|
+ tmp_o;\n float tmp_q = velocity[1];\n float tmp_r =
|
|
RAND;\n float tmp_s = tmp_r * uniform_c;\n float tmp_t
|
|
= uniform_b + tmp_s;\n float3 tmp_u = float3(tmp_p, tmp_q, tmp_t);\n
|
|
\ SetAttribute_E629755( /*inout */velocity, tmp_u);\n }\n {\n
|
|
\ float3 tmp_n = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_n);\n }\n {\n float tmp_n = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_n);\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 * 0xC + 0x0) << 2,asuint(position));\n
|
|
\ attributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(lifetime));\n
|
|
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(velocity));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x687) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x684) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x680) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0xC + 0x8) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
|
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
|
|
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x600)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x687)
|
|
<< 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 + 0x684) <<
|
|
2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x680) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x8) << 2,uint(alive));\n \n\r\n#endif\r\n
|
|
\ }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 8]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_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
|
|
\ 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 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat3
|
|
position_source = float3(0, 0, 0);\n\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat size_source = (float)0.100000001;\n\t\t\tfloat
|
|
age_source = age;\n\t\t\tfloat3 color_source = float3(1, 1, 1);\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\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.Store((index * 0x1 + 0x13D7C0)
|
|
<< 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
|
|
* 0x1 + 0x155E80) << 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 + 0x125100) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\tfloat3 position_source
|
|
= float3(0, 0, 0);\n\t\tfloat3 targetPosition_source = float3(0, 0, 0);\n\t\tfloat
|
|
lifetime_source = lifetime;\n\t\tfloat size_source = (float)0.100000001;\n\t\tfloat
|
|
age_source = age;\n\t\tfloat3 color_source = float3(1, 1, 1);\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\tAge(
|
|
/*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x155E80) << 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: 1
|
|
name: '[System 8]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
|
|
VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
|
|
VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE
|
|
1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF667B3(inout
|
|
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
|
|
SetAttribute_F011C510(inout float lifetime, float Value) /*attribute:lifetime
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n lifetime
|
|
= Value;\n}\nvoid SetAttribute_32764A86(inout float size, float Value) /*attribute:size
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n size
|
|
= Value;\n}\nvoid SetAttribute_99EA5134(inout float age, float Value) /*attribute:age
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n age =
|
|
Value;\n}\nvoid SetAttribute_FDCE071E(inout float3 color, float3 Value) /*attribute:color
|
|
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n color
|
|
= Value;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float3 targetPosition =
|
|
float3(0, 0, 0);\n float lifetime = (float)1;\n float size = (float)0.100000001;\n
|
|
\ float age = (float)0;\n float3 color = float3(1, 1, 1);\n bool
|
|
alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x680) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x1 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x687) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x684) << 2));\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 float3 tmp_u
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_u);\n
|
|
\ }\n {\n float3 tmp_u = targetPosition_source;\n SetAttribute_2CF667B3(
|
|
/*inout */targetPosition, tmp_u);\n }\n {\n float tmp_u
|
|
= lifetime_source;\n SetAttribute_F011C510( /*inout */lifetime, tmp_u);\n
|
|
\ }\n {\n float tmp_u = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_u);\n }\n {\n float tmp_u = age_source;\n
|
|
\ SetAttribute_99EA5134( /*inout */age, tmp_u);\n }\n {\n
|
|
\ float3 tmp_u = color_source;\n SetAttribute_FDCE071E(
|
|
/*inout */color, tmp_u);\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
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index * 0x1
|
|
+ 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index * 0xC
|
|
+ 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x155E80)
|
|
<< 2,uint(alive));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 8]Lit Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 8/Lit 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_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_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_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#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\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\tPass\n\t\t{\t\t\n\t\t\tTags
|
|
{ \"LightMode\"=\"DepthOnly\" }\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#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
|
|
WRITE_NORMAL_BUFFER\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\t//
|
|
w: smoothness\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 vector scale u\n\t\t\t\t//
|
|
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4
|
|
normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP
|
|
|| USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define
|
|
VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if
|
|
USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_DEPTH_ONLY\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,
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out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
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i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
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HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
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uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
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= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
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posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
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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
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= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
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= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
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= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
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= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
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= 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
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VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
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VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
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bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
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= 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
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\"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\n\t\t\t\t\n\t\t\t#pragma
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fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t,
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out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
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frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor
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: SV_Target\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#ifdef
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WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
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float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
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float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
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normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
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= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
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defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
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|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
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= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
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|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
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|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
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|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat
|
|
alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef
|
|
SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the
|
|
editor, this code allow to output the outline correctly\n\t\t\t\toutColor =
|
|
float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\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\t\n\t\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
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|
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
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(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
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|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
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|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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
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|
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\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)0.5;\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)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_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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_GBUFFER\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\n\t\t\t\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\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\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 { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
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multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
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SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile
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_ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define
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HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
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|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
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|| 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\t\n\t\t\t\t\n\t\t\tstruct
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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
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(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation
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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
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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
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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//
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x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal
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scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4
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materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
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uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
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USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
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|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
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|
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
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|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
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(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\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\n\t\t\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 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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\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\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)0.5;\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)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_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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
|
= VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 ConnectTarget_0(inout float3 axisX,
|
|
inout float3 axisY, inout float3 axisZ, inout float3 position, inout float pivotY,
|
|
float size, inout float scaleY, float3 TargetPosition, float PivotShift) /*Orientation:Camera
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t axisY = TargetPosition-position;\n\t\t\t
|
|
\ float len = length(axisY);\n\t\t\t scaleY = len / size;\n\t\t\t axisY
|
|
/= len;\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX
|
|
= normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
|
|
\ \n\t\t\t position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
|
|
\ pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x155E80) << 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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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 * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 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
|
|
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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat3
|
|
targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat lifetime_source =
|
|
(float)1;\n\t\t\t\t\t\tfloat size_source = size;\n\t\t\t\t\t\tfloat age_source
|
|
= (float)0;\n\t\t\t\t\t\tfloat3 color_source = color;\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\t{\n\t\t\t\t ConnectTarget_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
|
|
*/pivotY, size, /*inout */scaleY, targetPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
|
|
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
|
|
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
|
|
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
|
|
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
|
|
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
|
|
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
|
|
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
|
|
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
|
|
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
|
|
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
|
|
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
|
|
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
|
|
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
|
|
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
|
|
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
|
|
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
|
|
2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
|
|
= vOffsets * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
|
|
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
|
|
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
|
|
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
|
|
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
|
|
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\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
|
|
*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
|
|
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 9]Initialize'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT
|
|
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
|
|
1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT
|
|
1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SEED_CURRENT
|
|
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
|
|
VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT
|
|
1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE 1\n#define
|
|
VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
|
|
1\n#define VFX_LOCAL_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\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_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
|
channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F011C510(inout
|
|
float lifetime, float Value) /*attribute:lifetime Composition:Overwrite Source:Source
|
|
Random:Off channels:XYZ */\n{\n lifetime = Value;\n}\nvoid SetAttribute_2CF667B3(inout
|
|
float3 targetPosition, float3 Value) /*attribute:targetPosition Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n targetPosition = Value;\n}\nvoid
|
|
SetAttribute_99EA5134(inout float age, float Value) /*attribute:age Composition:Overwrite
|
|
Source:Source Random:Off channels:XYZ */\n{\n age = Value;\n}\nvoid SetAttribute_3278B22F(inout
|
|
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_EC596BAC(inout float
|
|
lifetime, float Lifetime) /*attribute:lifetime Composition:Add Source:Slot Random:Off
|
|
channels:XYZ */\n{\n lifetime += Lifetime;\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 \r\n#endif\r\n
|
|
\ float3 position = float3(0, 0, 0);\n float lifetime = (float)1;\n
|
|
\ float3 targetPosition = float3(0, 0, 0);\n float age = (float)0;\n
|
|
\ float size = (float)0.100000001;\n float3 velocity = float3(0,
|
|
0, 0);\n float angularVelocityX = (float)0;\n float angularVelocityY
|
|
= (float)0;\n float angularVelocityZ = (float)0;\n uint seed =
|
|
(uint)0;\n uint particleId = (uint)0;\n bool alive = (bool)true;\n
|
|
\ float angleX = (float)0;\n float angleY = (float)0;\n float
|
|
angleZ = (float)0;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x1 + 0x600) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x680) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\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 float3 tmp_ba
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_ba);\n
|
|
\ }\n {\n float tmp_ba = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_ba);\n }\n {\n float3 tmp_ba
|
|
= targetPosition_source;\n SetAttribute_2CF667B3( /*inout */targetPosition,
|
|
tmp_ba);\n }\n {\n float tmp_ba = lifetime_source;\n
|
|
\ SetAttribute_F011C510( /*inout */lifetime, tmp_ba);\n }\n
|
|
\ {\n float tmp_ba = age_source;\n SetAttribute_99EA5134(
|
|
/*inout */age, tmp_ba);\n }\n {\n SetAttribute_3278B22F(
|
|
/*inout */size, (float)0);\n }\n {\n SetAttribute_EC596BAC(
|
|
/*inout */lifetime, (float)15);\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(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0000) << 2,asuint(size));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50007) << 2,asuint(seed));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x120000) << 2,asuint(particleId));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0001) << 2,uint(alive));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0002) << 2,asuint(angleX));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0003) << 2,asuint(angleY));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0004) << 2,asuint(angleZ));\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(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50003) << 2,asuint(age));\n attributeBuffer.Store((index *
|
|
0x5 + 0xD0000) << 2,asuint(size));\n attributeBuffer.Store3((index *
|
|
0x8 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x50007) << 2,asuint(seed));\n attributeBuffer.Store((index *
|
|
0x1 + 0x120000) << 2,asuint(particleId));\n attributeBuffer.Store((index
|
|
* 0x5 + 0xD0001) << 2,uint(alive));\n attributeBuffer.Store((index *
|
|
0x5 + 0xD0002) << 2,asuint(angleX));\n attributeBuffer.Store((index *
|
|
0x5 + 0xD0003) << 2,asuint(angleY));\n attributeBuffer.Store((index *
|
|
0x5 + 0xD0004) << 2,asuint(angleZ));\n \n\r\n#endif\r\n }\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 9]Update'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
|
|
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT
|
|
1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
|
|
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
|
|
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT
|
|
1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 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
|
|
\ float uniform_b;\n float deltaTime_b;\n uint2 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 SetAttribute_CAC29747(inout
|
|
float3 position, float3 Position) /*attribute:position Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid
|
|
Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity
|
|
+= Force * deltaTime;\n}\nvoid SetAttribute_2EBDF112(inout float size, float
|
|
Size) /*attribute:size Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n
|
|
\ size += Size;\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 SetAttribute_F6DAC92F(inout
|
|
float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ,
|
|
inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Add
|
|
Source:Slot Random:PerComponent channels:XYZ */\n{\n angularVelocityX +=
|
|
lerp(A.x,B.x,RAND);\n angularVelocityY += lerp(A.y,B.y,RAND);\n angularVelocityZ
|
|
+= lerp(A.z,B.z,RAND);\n}\nvoid EulerIntegration(inout float3 position, float3
|
|
velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid
|
|
AngularEulerIntegration(inout float angleX, float angularVelocityX, inout float
|
|
angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ,
|
|
float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n \n
|
|
\ angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ
|
|
* deltaTime;\n \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
|
|
* 0x5 + 0xD0001) << 2));\n\t\t\n\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
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x50003) << 2));\n\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x50000) << 2));\n\t\t\tfloat
|
|
angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x50004) << 2));\n\t\t\tfloat
|
|
angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x50005) << 2));\n\t\t\tfloat
|
|
angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x50006) << 2));\n\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x50007) << 2));\n\t\t\tuint particleId
|
|
= (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\t\tfloat angleX
|
|
= asfloat(attributeBuffer.Load((index * 0x5 + 0xD0002) << 2));\n\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0003) << 2));\n\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0004) << 2));\n\t\t\tfloat3
|
|
position_source = position;\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\tfloat3
|
|
targetPosition_source = float3(0, 0, 0);\n\t\t\tfloat age_source = age;\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\tSetAttribute_CAC29747(
|
|
/*inout */position, position);\n\t\t\t{\n\t\t\t bool tmp_bd = age > (float)10;\n\t\t\t
|
|
\ uint tmp_bf = particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bg =
|
|
FixedRand(tmp_bf);\n\t\t\t float tmp_bh = tmp_bg * (float)-2;\n\t\t\t float
|
|
tmp_bi = (float)-2 + tmp_bh;\n\t\t\t float tmp_bk = tmp_bd ? tmp_bi : (float)0;\n\t\t\t
|
|
\ float tmp_bm = tmp_bd ? (float)-0.800000012 : (float)0;\n\t\t\t float
|
|
tmp_bo = tmp_bd ? (float)-4 : (float)0;\n\t\t\t float3 tmp_bp = float3(tmp_bk,
|
|
tmp_bm, tmp_bo);\n\t\t\t Gravity( /*inout */velocity, tmp_bp, deltaTime_b);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ bool tmp_bd = age > (float)10;\n\t\t\t float tmp_bg = tmp_bd ? (float)0
|
|
: (float)0.00999999978;\n\t\t\t SetAttribute_2EBDF112( /*inout */size, tmp_bg);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ CollisionPlane_0( /*inout */position, /*inout */velocity, /*inout */age,
|
|
lifetime, float3(0, 0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982,
|
|
(float)0, deltaTime_b, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ bool tmp_bd = age > (float)10;\n\t\t\t float tmp_bg = tmp_bd ? (float)5
|
|
: (float)0;\n\t\t\t float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t\t
|
|
\ SetAttribute_F6DAC92F( /*inout */angularVelocityX, /*inout */angularVelocityY,
|
|
\ /*inout */angularVelocityZ, /*inout */seed, tmp_bh, float3(0, 0, 0));\n\t\t\t}\n\t\t\tEulerIntegration(
|
|
/*inout */position, velocity, deltaTime_b);\n\t\t\tAngularEulerIntegration(
|
|
/*inout */angleX, angularVelocityX, /*inout */angleY, angularVelocityY, /*inout
|
|
*/angleZ, angularVelocityZ, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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
|
|
* 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0x8 + 0x50003) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x5
|
|
+ 0xD0000) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x50000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8
|
|
+ 0x50004) << 2,asuint(angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50007) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0x5 + 0xD0002) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0x5 + 0xD0003) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0x5 + 0xD0004) << 2,asuint(angleZ));\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
|
|
* 0x5 + 0xD0001) << 2,uint(alive));\n\t\t\t\t\n\r\n\t\t\t\tuint deadIndex =
|
|
deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40000) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x50003) << 2));\n\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x50000) << 2));\n\t\tfloat
|
|
angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x50004) << 2));\n\t\tfloat
|
|
angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x50005) << 2));\n\t\tfloat
|
|
angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x50006) << 2));\n\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x50007) << 2));\n\t\tuint particleId
|
|
= (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index
|
|
* 0x5 + 0xD0001) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0002) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0003) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0004) << 2));\n\t\tfloat3 position_source = position;\n\t\tfloat
|
|
lifetime_source = lifetime;\n\t\tfloat3 targetPosition_source = float3(0, 0,
|
|
0);\n\t\tfloat age_source = age;\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\tSetAttribute_CAC29747( /*inout */position,
|
|
position);\n\t\t{\n\t\t bool tmp_bd = age > (float)10;\n\t\t uint tmp_bf
|
|
= particleId ^ asuint(uniform_b);\n\t\t float tmp_bg = FixedRand(tmp_bf);\n\t\t
|
|
\ float tmp_bh = tmp_bg * (float)-2;\n\t\t float tmp_bi = (float)-2 + tmp_bh;\n\t\t
|
|
\ float tmp_bk = tmp_bd ? tmp_bi : (float)0;\n\t\t float tmp_bm = tmp_bd
|
|
? (float)-0.800000012 : (float)0;\n\t\t float tmp_bo = tmp_bd ? (float)-4
|
|
: (float)0;\n\t\t float3 tmp_bp = float3(tmp_bk, tmp_bm, tmp_bo);\n\t\t Gravity(
|
|
/*inout */velocity, tmp_bp, deltaTime_b);\n\t\t}\n\t\t{\n\t\t bool tmp_bd
|
|
= age > (float)10;\n\t\t float tmp_bg = tmp_bd ? (float)0 : (float)0.00999999978;\n\t\t
|
|
\ SetAttribute_2EBDF112( /*inout */size, tmp_bg);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0(
|
|
/*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0,
|
|
0, 0), float3(0, 1, 0), (float)0.100000001, (float)0.0799999982, (float)0, deltaTime_b,
|
|
(float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t bool tmp_bd
|
|
= age > (float)10;\n\t\t float tmp_bg = tmp_bd ? (float)5 : (float)0;\n\t\t
|
|
\ float3 tmp_bh = float3(tmp_bg, tmp_bg, tmp_bg);\n\t\t SetAttribute_F6DAC92F(
|
|
/*inout */angularVelocityX, /*inout */angularVelocityY, /*inout */angularVelocityZ,
|
|
\ /*inout */seed, tmp_bh, float3(0, 0, 0));\n\t\t}\n\t\tEulerIntegration( /*inout
|
|
*/position, velocity, deltaTime_b);\n\t\tAngularEulerIntegration( /*inout */angleX,
|
|
angularVelocityX, /*inout */angleY, angularVelocityY, /*inout */angleZ, angularVelocityZ,
|
|
deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime,
|
|
\ /*inout */alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0)
|
|
<< 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x50003) <<
|
|
2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0000) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x50000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index *
|
|
0x8 + 0x50004) << 2,asuint(angularVelocityX));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50005) << 2,asuint(angularVelocityY));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50006) << 2,asuint(angularVelocityZ));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x50007) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index * 0x5
|
|
+ 0xD0001) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0002)
|
|
<< 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0003) <<
|
|
2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x5 + 0xD0004) << 2,asuint(angleZ));\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 9]A Lit Triangle Output'
|
|
source: "Shader \"Hidden/VFX/System 9/(A) Lit Triangle 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
|
|
One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
|
|
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
|
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_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_SCALEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
|
|
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
|
|
VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 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 VFX_PRIMITIVE_TRIANGLE 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 uniform_b;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t
|
|
\ uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D attributeMap_b;\n\t\tSamplerState
|
|
samplerattributeMap_b;\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\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
|
|
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define
|
|
_SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST
|
|
USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM
|
|
SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
|
|
enable_d3d11_debug_symbols\n\t\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\t\n\t\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\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\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\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation
|
|
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
|
|
float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
|
|
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\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\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_FRAMEBLEND builtInInterpolants.z\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define
|
|
VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS
|
|
posWS\n\t\t\n\t\t\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 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_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
|
|
Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ
|
|
= Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t
|
|
\ \n\t\t\t}\n\t\t\tvoid AttributeFromMap_9AACC55(inout float3 color, uint
|
|
particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 valueScale)
|
|
/*attribute:color Composition:Overwrite SampleMode:RandomConstantPerParticle
|
|
channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t
|
|
\ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width
|
|
* height;\n\t\t\t uint id = FIXED_RAND(Seed) * count;\n\t\t\t uint y =
|
|
id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x,
|
|
y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t color
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float alpha, float
|
|
Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x5 + 0xD0001) << 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 = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0004) << 2));\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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\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 * 0x5 + 0xD0001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0004) << 2));\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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\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
|
|
\ uint tmp_bg = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_bh
|
|
= FixedRand(tmp_bg);\n\t\t\t\t float tmp_bj = tmp_bh * (float)20;\n\t\t\t\t
|
|
\ float tmp_bk = (float)-10 + tmp_bj;\n\t\t\t\t uint tmp_bl = particleId
|
|
^ asuint(uniform_c);\n\t\t\t\t float tmp_bm = FixedRand(tmp_bl);\n\t\t\t\t
|
|
\ float tmp_bn = tmp_bm * (float)20;\n\t\t\t\t float tmp_bo = (float)-10
|
|
+ tmp_bn;\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_d);\n\t\t\t\t
|
|
\ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq * (float)20;\n\t\t\t\t
|
|
\ float tmp_bs = (float)-10 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3(tmp_bk,
|
|
tmp_bo, tmp_bs);\n\t\t\t\t float3 tmp_bv = tmp_bt * tmp_bt;\n\t\t\t\t float
|
|
tmp_bw = tmp_bv[2];\n\t\t\t\t float tmp_bx = tmp_bv[1];\n\t\t\t\t float
|
|
tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_bz = tmp_bv[0];\n\t\t\t\t float
|
|
tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t float tmp_cc = pow(tmp_ca, (float)0.5);\n\t\t\t\t
|
|
\ float tmp_cd = (float)1 / tmp_cc;\n\t\t\t\t float3 tmp_ce = float3(tmp_cd,
|
|
tmp_cd, tmp_cd);\n\t\t\t\t float3 tmp_cf = tmp_bt * tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = float3(tmp_bs, tmp_bo, tmp_bk);\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj =
|
|
tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl
|
|
= tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float
|
|
tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t
|
|
\ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq
|
|
= tmp_cg * tmp_cp;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY,
|
|
\ /*inout */axisZ, tmp_cf, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_9AACC55(
|
|
/*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b),
|
|
(uint)0, float3(0, 0, 0), float3(1, 10, 10));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_CEEAF35C( /*inout */alpha, (float)2);\n\t\t\t\t}\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\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)0.5;\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)0.5;\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\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\n\t\t\t#define
|
|
SHADERPASS SHADERPASS_FORWARD\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\n\t\t\t\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\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\t\t\t\t\t#if
|
|
USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
|
|
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
|
|
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
|
|
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT)
|
|
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS =
|
|
i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
|
|
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
|
|
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
|
|
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
|
|
*= faceMul;\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#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3
|
|
n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3
|
|
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale
|
|
= 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
|
|
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS =
|
|
normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor
|
|
= VFXGetPixelOutputForward(i,normalWS,uvData);\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: 0
|
|
name: '[System 9]B Triangle Output'
|
|
source: "Shader \"Hidden/VFX/System 9/(B) Triangle 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 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_SIZE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_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_SCALEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
|
|
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
|
|
VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define VFX_PRIMITIVE_TRIANGLE
|
|
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 uniform_b;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t
|
|
\ uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D attributeMap_b;\n\t\tSamplerState
|
|
samplerattributeMap_b;\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
|
|
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tnointerpolation
|
|
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
|
|
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
|
|
VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
|
|
VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
|
|
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
|
|
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
|
|
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
|
|
Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
|
|
Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ
|
|
= Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t
|
|
\ \n\t\t\t}\n\t\t\tvoid AttributeFromMap_9AACC55(inout float3 color, uint
|
|
particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 valueScale)
|
|
/*attribute:color Composition:Overwrite SampleMode:RandomConstantPerParticle
|
|
channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t
|
|
\ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width
|
|
* height;\n\t\t\t uint id = FIXED_RAND(Seed) * count;\n\t\t\t uint y =
|
|
id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x,
|
|
y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t color
|
|
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float alpha, float
|
|
Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
|
|
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
|
|
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
|
|
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
|
|
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
|
|
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
|
|
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
|
|
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
|
|
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
|
|
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = float3(1, 1, 1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x5 + 0xD0001) << 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 = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0004) << 2));\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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\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 * 0x5 + 0xD0001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
|
|
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x5 + 0xD0000) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x1 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0002) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0003) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index
|
|
* 0x5 + 0xD0004) << 2));\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
|
|
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\tfloat3 position_source = position;\n\t\t\t\t\t\tfloat
|
|
lifetime_source = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = float3(0,
|
|
0, 0);\n\t\t\t\t\t\tfloat age_source = (float)0;\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
|
|
\ uint tmp_bg = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_bh
|
|
= FixedRand(tmp_bg);\n\t\t\t\t float tmp_bj = tmp_bh * (float)20;\n\t\t\t\t
|
|
\ float tmp_bk = (float)-10 + tmp_bj;\n\t\t\t\t uint tmp_bl = particleId
|
|
^ asuint(uniform_c);\n\t\t\t\t float tmp_bm = FixedRand(tmp_bl);\n\t\t\t\t
|
|
\ float tmp_bn = tmp_bm * (float)20;\n\t\t\t\t float tmp_bo = (float)-10
|
|
+ tmp_bn;\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_d);\n\t\t\t\t
|
|
\ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = tmp_bq * (float)20;\n\t\t\t\t
|
|
\ float tmp_bs = (float)-10 + tmp_br;\n\t\t\t\t float3 tmp_bt = float3(tmp_bk,
|
|
tmp_bo, tmp_bs);\n\t\t\t\t float3 tmp_bv = tmp_bt * tmp_bt;\n\t\t\t\t float
|
|
tmp_bw = tmp_bv[2];\n\t\t\t\t float tmp_bx = tmp_bv[1];\n\t\t\t\t float
|
|
tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_bz = tmp_bv[0];\n\t\t\t\t float
|
|
tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t float tmp_cc = pow(tmp_ca, (float)0.5);\n\t\t\t\t
|
|
\ float tmp_cd = (float)1 / tmp_cc;\n\t\t\t\t float3 tmp_ce = float3(tmp_cd,
|
|
tmp_cd, tmp_cd);\n\t\t\t\t float3 tmp_cf = tmp_bt * tmp_ce;\n\t\t\t\t float3
|
|
tmp_cg = float3(tmp_bs, tmp_bk, tmp_bo);\n\t\t\t\t float3 tmp_ch = tmp_cg
|
|
* tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float tmp_cj =
|
|
tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float tmp_cl
|
|
= tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float
|
|
tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t
|
|
\ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq
|
|
= tmp_cg * tmp_cp;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY,
|
|
\ /*inout */axisZ, tmp_cf, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_9AACC55(
|
|
/*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b),
|
|
(uint)0, float3(0, 0, 0), float3(1, 10, 10));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_CEEAF35C( /*inout */alpha, (float)2);\n\t\t\t\t}\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
|
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defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
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USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
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invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
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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\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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- compute: 1
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name: '[System 9]CameraSort'
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
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\ float4x4 localToWorld;\nCBUFFER_END\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\nCBUFFER_START(params)\r\n
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\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
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\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
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inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
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Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
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outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
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groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
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threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
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id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
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* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
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inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
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* 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if
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VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
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wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
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kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
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