soundvision/UnityProject/Assets/Scenes/Examples/Max Silly Demos/VFX Graph/Kejiro Lines 1.vfx
2020-01-13 16:20:47 +01:00

11541 lines
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name: '[System 1]Initialize'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_UV1_CURRENT
1\n#define VFX_USE_UV2_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_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
\ float2 uniform_e;\n float uniform_b;\n float uniform_c;\n float
uniform_d;\n uint3 PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
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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
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 SetCustomAttribute_B23F5E21(inout float2
UV1, float2 _UV1) /*attribute:UV1 Composition:Overwrite Random:Off AttributeType:Vector2
*/\n{\n UV1 = _UV1;\n}\nvoid SetCustomAttribute_B5FA1F34(inout float2 UV2,
float2 _UV2) /*attribute:UV2 Composition:Overwrite Random:Off AttributeType:Vector2
*/\n{\n UV2 = _UV2;\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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\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
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\ 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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1\n#define VFX_USE_UV2_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define
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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
SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n targetPosition
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Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n color = Color;\n}\nvoid SetAttribute_545F0ED(inout float3 color,
float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off
channels:XYZ */\n{\n color *= Color;\n}\nvoid SetAttribute_CEEAF35C(inout
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\nvoid SetAttribute_C7757136(inout
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Random:Off channels:XYZ */\n{\n alpha *= Alpha;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
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particleId = (attributeBuffer.Load((index * 0x6 + 0x4) << 2));\n\t\t\tfloat3
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targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\tfloat3
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alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if
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\ float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t
\ float tmp_t = tmp_s[0];\n\t\t\t float tmp_u = tmp_s[1];\n\t\t\t float
tmp_v = tmp_s[2];\n\t\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t\t
\ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
\ float tmp_z = tmp_y[0];\n\t\t\t float tmp_ba = tmp_y[1];\n\t\t\t float
tmp_bb = tmp_y[2];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t
\ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t\t float3 tmp_be = float3(0.5, 0.5,
0.5) * tmp_bd;\n\t\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t\t SetAttribute_FDD06EC7(
/*inout */color, tmp_bf);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED(
/*inout */color, float3(5, 5, 5));\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_s
= SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t\t float tmp_t
= tmp_s[3];\n\t\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t\t
\ float tmp_v = tmp_u[3];\n\t\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t\t
\ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float tmp_u = position[0];\n\t\t\t float tmp_v = targetPosition[0];\n\t\t\t
\ float tmp_w = tmp_u - tmp_v;\n\t\t\t float tmp_x = tmp_w * tmp_w;\n\t\t\t
\ float tmp_z = pow(tmp_x, (float)0.5);\n\t\t\t float tmp_bb = tmp_z -
(float)0.150000006;\n\t\t\t float tmp_bd = tmp_bb / (float)0;\n\t\t\t float
tmp_be = saturate(tmp_bd);\n\t\t\t float tmp_bf = (float)2 * tmp_be;\n\t\t\t
\ float tmp_bg = (float)3 - tmp_bf;\n\t\t\t float tmp_bh = tmp_bg * tmp_be;\n\t\t\t
\ float tmp_bi = tmp_bh * tmp_be;\n\t\t\t float tmp_bj = (float)1 - tmp_bi;\n\t\t\t
\ SetAttribute_C7757136( /*inout */alpha, tmp_bj);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float tmp_r = UV1[1];\n\t\t\t float tmp_t = tmp_r * (float)1000;\n\t\t\t
\ uint tmp_u = (uint)tmp_t;\n\t\t\t uint tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t\t
\ float tmp_w = FixedRand(tmp_v);\n\t\t\t uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t\t
\ float tmp_y = FixedRand(tmp_x);\n\t\t\t float tmp_z = uniform_e * tmp_y;\n\t\t\t
\ float tmp_ba = uniform_d + tmp_z;\n\t\t\t float tmp_bb = tmp_ba * uniform_g;\n\t\t\t
\ float tmp_bc = UV1[0];\n\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t
\ float tmp_be = tmp_w * tmp_bd;\n\t\t\t float tmp_bf = frac(tmp_be);\n\t\t\t
\ float tmp_bg = saturate(tmp_bf);\n\t\t\t float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t\t
\ float4 tmp_bi = tmp_bh * uniform_h;\n\t\t\t float tmp_bj = tmp_bi[0];\n\t\t\t
\ float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl = tmp_bi[2];\n\t\t\t float3
tmp_bm = float3(tmp_bj, tmp_bk, tmp_bl);\n\t\t\t SetAttribute_545F0ED( /*inout
*/color, tmp_bm);\n\t\t\t}\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D404) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x30D403) << 2,asuint(alpha));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint
deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat2 UV1 = asfloat(attributeBuffer.Load2((index
* 0x6 + 0x0) << 2));\n\t\tfloat2 UV2 = asfloat(attributeBuffer.Load2((index
* 0x6 + 0x2) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x6
+ 0x4) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index *
0x4 + 0x1D4C00) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x30D400) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x30D404) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index
* 0x8 + 0x30D403) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition
= position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV1,(float)0);\n\t\t
\ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float
tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t
\ SetAttribute_CAC29747( /*inout */position, tmp_w);\n\t\t}\n\t\t{\n\t\t float4
tmp_s = SampleTexture(VFX_SAMPLER(texture_b),UV2,(float)0);\n\t\t float tmp_t
= tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float tmp_v = tmp_s[2];\n\t\t
\ float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t SetAttribute_2CF4000A(
/*inout */targetPosition, tmp_w);\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
\ float tmp_t = tmp_s[0];\n\t\t float tmp_u = tmp_s[1];\n\t\t float
tmp_v = tmp_s[2];\n\t\t float3 tmp_w = float3(tmp_t, tmp_u, tmp_v);\n\t\t
\ float4 tmp_y = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
\ float tmp_z = tmp_y[0];\n\t\t float tmp_ba = tmp_y[1];\n\t\t float
tmp_bb = tmp_y[2];\n\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t
\ float3 tmp_bd = tmp_bc - tmp_w;\n\t\t float3 tmp_be = float3(0.5, 0.5,
0.5) * tmp_bd;\n\t\t float3 tmp_bf = tmp_w + tmp_be;\n\t\t SetAttribute_FDD06EC7(
/*inout */color, tmp_bf);\n\t\t}\n\t\t{\n\t\t SetAttribute_545F0ED( /*inout
*/color, float3(5, 5, 5));\n\t\t}\n\t\t{\n\t\t float4 tmp_s = SampleTexture(VFX_SAMPLER(texture_c),UV1,(float)0);\n\t\t
\ float tmp_t = tmp_s[3];\n\t\t float4 tmp_u = SampleTexture(VFX_SAMPLER(texture_c),UV2,(float)0);\n\t\t
\ float tmp_v = tmp_u[3];\n\t\t float tmp_w = min(tmp_t, tmp_v);\n\t\t
\ SetAttribute_CEEAF35C( /*inout */alpha, tmp_w);\n\t\t}\n\t\t{\n\t\t float
tmp_u = position[0];\n\t\t float tmp_v = targetPosition[0];\n\t\t float
tmp_w = tmp_u - tmp_v;\n\t\t float tmp_x = tmp_w * tmp_w;\n\t\t float
tmp_z = pow(tmp_x, (float)0.5);\n\t\t float tmp_bb = tmp_z - (float)0.150000006;\n\t\t
\ float tmp_bd = tmp_bb / (float)0;\n\t\t float tmp_be = saturate(tmp_bd);\n\t\t
\ float tmp_bf = (float)2 * tmp_be;\n\t\t float tmp_bg = (float)3 - tmp_bf;\n\t\t
\ float tmp_bh = tmp_bg * tmp_be;\n\t\t float tmp_bi = tmp_bh * tmp_be;\n\t\t
\ float tmp_bj = (float)1 - tmp_bi;\n\t\t SetAttribute_C7757136( /*inout
*/alpha, tmp_bj);\n\t\t}\n\t\t{\n\t\t float tmp_r = UV1[1];\n\t\t float
tmp_t = tmp_r * (float)1000;\n\t\t uint tmp_u = (uint)tmp_t;\n\t\t uint
tmp_v = tmp_u ^ asuint(uniform_c);\n\t\t float tmp_w = FixedRand(tmp_v);\n\t\t
\ uint tmp_x = particleId ^ asuint(uniform_f);\n\t\t float tmp_y = FixedRand(tmp_x);\n\t\t
\ float tmp_z = uniform_e * tmp_y;\n\t\t float tmp_ba = uniform_d + tmp_z;\n\t\t
\ float tmp_bb = tmp_ba * uniform_g;\n\t\t float tmp_bc = UV1[0];\n\t\t
\ float tmp_bd = tmp_bb + tmp_bc;\n\t\t float tmp_be = tmp_w * tmp_bd;\n\t\t
\ float tmp_bf = frac(tmp_be);\n\t\t float tmp_bg = saturate(tmp_bf);\n\t\t
\ float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t float4 tmp_bi
= tmp_bh * uniform_h;\n\t\t float tmp_bj = tmp_bi[0];\n\t\t float tmp_bk
= tmp_bi[1];\n\t\t float tmp_bl = tmp_bi[2];\n\t\t float3 tmp_bm = float3(tmp_bj,
tmp_bk, tmp_bl);\n\t\t SetAttribute_545F0ED( /*inout */color, tmp_bm);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x1D4C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D400) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D404) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8
+ 0x30D403) << 2,asuint(alpha));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint
indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]Line Output'
source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\r\n\tSubShader\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_TARGETPOSITION_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_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\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\t\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\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective
float pixelOffset : TEXCOORD0; // for AA\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_EXPOSURE_WEIGHT\n\t\t\t\tnointerpolation float3 builtInInterpolants :
TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD2;\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#if
IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\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.z\n\t\t#endif\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 and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\t\n\t\t\tfloat4 ClipOnNearPlane(float4 pos, float4 other)\n\t\t\t{\n\t\t\t\tif
(pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y)\n\t\t\t\t\treturn
pos;\n\t\t\t\t\t\n\t\t\t\t// Project on near plane\n\t\t\t\tfloat ratio = (_ProjectionParams.y
- pos.w) / (other.w - pos.w);\n\t\t\t\treturn pos + (other - pos) * ratio;\n\t\t\t}\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; //
cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x30D403) << 2));\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1D4C00) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x30D400) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x30D404) << 2));\n\t\t\t\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index
* 0x8 + 0x30D403) << 2));\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\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\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\tfloat4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition
= mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition
= mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4
pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\tpos0
= ClipOnNearPlane(pos0, pos1);\n\t\t\t\tpos1 = ClipOnNearPlane(pos1, pos0);\n\t\t\t\t\n\t\t\t\tfloat2
ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2
dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1]
/ UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if IS_OPAQUE_PARTICLE\n\t\t\t\tconst
float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst float
thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul
/ _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w,
0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4
vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f
: 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position
in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos
= ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
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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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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\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
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