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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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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
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spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
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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>
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deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
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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,
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float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
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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
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SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
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Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime
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= Lifetime;\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
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\ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
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\ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
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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
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\ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
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\ 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
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\ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex
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= id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
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sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
|
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(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
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+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
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\ if (id < currentSumSpawnCount)\n {\n break;\n
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\ }\n }\n */\n \n\r\n#endif\r\n float3
|
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position = float3(0, 0, 0);\n float3 velocity = float3(0, 0, 0);\n float
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lifetime = (float)1;\n uint particleId = (uint)0;\n uint seed
|
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= (uint)0;\n float size = (float)0.100000001;\n float age = (float)0;\n
|
|
\ float rateCount_c = (float)0;\n float rateCount_d = (float)0;\n
|
|
\ float3 targetPosition = float3(0, 0, 0);\n float3 color = float3(1,
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1, 1);\n bool alive = (bool)true;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
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\ particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
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\ seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n
|
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\ {\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
|
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\ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_c);\n \n\r\n\r\n#if
|
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VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex
|
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= 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 + 0x90) << 2,asuint(lifetime));\n
|
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\ attributeBuffer.Store((index * 0x8 + 0xA3) << 2,asuint(size));\n
|
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\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
|
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* 0xC + 0x7) << 2,asuint(rateCount_c));\n attributeBuffer.Store((index
|
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* 0xC + 0x8) << 2,asuint(rateCount_d));\n attributeBuffer.Store3((index
|
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* 0x8 + 0xA0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
|
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* 0x8 + 0x9C) << 2,asuint(color));\n attributeBuffer.Store((index
|
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* 0xC + 0x9) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n uint
|
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index = particleIndex;\r\n attributeBuffer.Store3((index * 0xC + 0x0)
|
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<< 2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
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<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x90)
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<< 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0xA3)
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<< 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n
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\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_c));\n
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\ attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(rateCount_d));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0xA0) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x9C) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0xC + 0x9) << 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_SIZE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT
|
|
1\n#define VFX_USE_RATECOUNT_C_CURRENT 1\n#define VFX_USE_RATECOUNT_D_CURRENT
|
|
1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_COLOR_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_a;\n float3 Velocity_f;\n float Rate_c;\n float3 Color_g;\n
|
|
\ float deltaTime_c;\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 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_c, inout uint eventCount, float Rate, float deltaTime) /*mode:OverTime
|
|
*/\n{\n rateCount_c += deltaTime * Rate;\n uint count = floor(rateCount_c);\n
|
|
\ rateCount_c = frac(rateCount_c);\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color = Color;\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
|
|
+ 0x9) << 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 + 0x90) << 2));\n\t\t\tfloat size
|
|
= asfloat(attributeBuffer.Load((index * 0x8 + 0xA3) << 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_c = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tfloat
|
|
rateCount_d = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0xA0) << 2));\n\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9C) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if
|
|
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\tAttributeFromCurve_45ABB909(
|
|
/*inout */size, age, lifetime, Size_a);\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_c, /*inout */eventCount, Rate_c, deltaTime_c);\n\t\t\teventCount_b
|
|
+= eventCount;\n\t\t\t{\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventRate_0(
|
|
/*inout */rateCount_d, /*inout */eventCount, (float)0, deltaTime_c);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A(
|
|
/*inout */targetPosition, position);\n\t\t\tSetAttribute_6ED152F( /*inout */velocity,
|
|
Velocity_f);\n\t\t\tSetAttribute_FDD06EC7( /*inout */color, Color_g);\n\t\t\tEulerIntegration(
|
|
/*inout */position, velocity, deltaTime_c);\n\t\t\tAge( /*inout */age, deltaTime_c);\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 *
|
|
0x8 + 0xA3) << 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_c));\n\t\t\t\tattributeBuffer.Store((index * 0xC + 0x8)
|
|
<< 2,asuint(rateCount_d));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0xA0)
|
|
<< 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 +
|
|
0x9C) << 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 + 0x9) << 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 + 0x90) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xA3) << 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_c = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x7) << 2));\n\t\tfloat rateCount_d = asfloat(attributeBuffer.Load((index
|
|
* 0xC + 0x8) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xA0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x9C) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0xC +
|
|
0x9) << 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\tAttributeFromCurve_45ABB909( /*inout */size,
|
|
age, lifetime, Size_a);\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_c, /*inout */eventCount, Rate_c,
|
|
deltaTime_c);\n\t\teventCount_b += eventCount;\n\t\t{\n\t\t eventCount =
|
|
0u;\n\t\t GPUEventRate_0( /*inout */rateCount_d, /*inout */eventCount, (float)0,
|
|
deltaTime_c);\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, position);\n\t\tSetAttribute_6ED152F(
|
|
/*inout */velocity, Velocity_f);\n\t\tSetAttribute_FDD06EC7( /*inout */color,
|
|
Color_g);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_c);\n\t\tAge(
|
|
/*inout */age, deltaTime_c);\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 * 0x8 + 0xA3)
|
|
<< 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index
|
|
* 0xC + 0x7) << 2,asuint(rateCount_c));\n\t\tattributeBuffer.Store((index *
|
|
0xC + 0x8) << 2,asuint(rateCount_d));\n\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0xA0) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x9C) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0xC + 0x9)
|
|
<< 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_LIFETIME_CURRENT
|
|
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
|
|
VFX_USE_POSITION_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_LIFETIME_SOURCE
|
|
1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_POSITION_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_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_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_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
|
|
\ float lifetime = (float)1;\n float size = (float)0.100000001;\n
|
|
\ float3 color = float3(1, 1, 1);\n float3 position = float3(0,
|
|
0, 0);\n float3 targetPosition = float3(0, 0, 0);\n float age
|
|
= (float)0;\n bool alive = (bool)true;\n float lifetime_source
|
|
= asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x90) << 2));\n float
|
|
size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0xA3)
|
|
<< 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x9C) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x0) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0xA0) << 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 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 = 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 = 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.Store((index
|
|
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x186C3) << 2,asuint(size));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x186C0) << 2,asuint(color));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0xDBCC0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x186C4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store((index
|
|
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index *
|
|
0x8 + 0x186C3) << 2,asuint(size));\n attributeBuffer.Store3((index *
|
|
0x8 + 0x186C0) << 2,asuint(color));\n attributeBuffer.Store3((index *
|
|
0x4 + 0xDBCC0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x186C4) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store((index *
|
|
0x1 + 0x155E80) << 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_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 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 + 0x0) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\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 position_source = float3(0, 0,
|
|
0);\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 + 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 + 0x0) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\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 position_source = float3(0, 0, 0);\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 + 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 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_COLOR_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 float3 Color_e;\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color = Color;\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
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x684) << 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\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\tSetAttribute_FDD06EC7( /*inout */color,
|
|
Color_e);\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\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x684) << 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\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\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x684) << 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\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\tSetAttribute_FDD06EC7( /*inout */color, Color_e);\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.Store3((index
|
|
* 0x8 + 0x684) << 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: '[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_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_COLOR_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_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_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
|
|
\ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b
|
|
= (float)0;\n float3 targetPosition = float3(0, 0, 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 float
|
|
lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x90)
|
|
<< 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0xC + 0x4) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0xA3) << 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
|
|
\ 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.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.Store3((index
|
|
* 0x8 + 0x684) << 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.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.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.Store3((index * 0x8 + 0x684) << 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: '[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_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 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 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 + 0x1FE40)
|
|
<< 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x22580) << 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 + 0x1FE40) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x22580) << 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
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x22580) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x8
|
|
+ 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 +
|
|
0x22580) << 2,uint(alive));\n \n\r\n#endif\r\n }\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_COLOR_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 float3 Color_e;\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color = Color;\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
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x684) << 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\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\tSetAttribute_FDD06EC7( /*inout */color,
|
|
Color_e);\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\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x684) << 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\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\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x684) << 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\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\tSetAttribute_FDD06EC7( /*inout */color, Color_e);\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.Store3((index
|
|
* 0x8 + 0x684) << 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: '[System 5]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_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_COLOR_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_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_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
|
|
\ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b
|
|
= (float)0;\n float3 targetPosition = float3(0, 0, 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 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 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
|
|
\ 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.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.Store3((index
|
|
* 0x8 + 0x684) << 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.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.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.Store3((index * 0x8 + 0x684) << 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: '[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_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 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
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x61B04) << 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
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x61B00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x125100) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x61B03) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x13D7C0) << 2,asuint(age));\n attributeBuffer.Store3((index *
|
|
0x8 + 0x61B04) << 2,asuint(color));\n attributeBuffer.Store((index *
|
|
0x1 + 0x155E80) << 2,uint(alive));\n \n\r\n#endif\r\n }\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_COLOR_CURRENT 1\n#define
|
|
VFX_USE_PARTICLEID_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 uniform_b;\n float3 Color_e;\n float
|
|
uniform_c;\n float uniform_d;\n float uniform_e;\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 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 SetAttribute_FDD06EC7(inout float3 color, float3 Color)
|
|
/*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
|
|
*/\n{\n color = Color;\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 * 0x2 + 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 + 0x700) << 2));\n\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x704) << 2));\n\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x2 + 0x601) << 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\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 uint tmp_s = particleId ^ asuint(uniform_d);\n\t\t\t
|
|
\ float tmp_t = FixedRand(tmp_s);\n\t\t\t float tmp_u = uniform_c * tmp_t;\n\t\t\t
|
|
\ float tmp_v = uniform_b + tmp_u;\n\t\t\t uint tmp_w = (uint)tmp_v;\n\t\t\t
|
|
\ uint tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t\t uint tmp_y = particleId
|
|
^ tmp_x;\n\t\t\t float tmp_z = FixedRand(tmp_y);\n\t\t\t float tmp_bb
|
|
= tmp_z * (float)100;\n\t\t\t eventCount = 0u;\n\t\t\t GPUEventRate_0(
|
|
/*inout */rateCount_b, /*inout */eventCount, tmp_bb, uniform_c);\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\tSetAttribute_FDD06EC7(
|
|
/*inout */color, Color_e);\n\t\t\tEulerIntegration( /*inout */position, velocity,
|
|
uniform_c);\n\t\t\tAge( /*inout */age, uniform_c);\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
|
|
+ 0x700) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0x704) << 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\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 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 + 0x700) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x704) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index *
|
|
0x2 + 0x601) << 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\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
|
|
\ uint tmp_s = particleId ^ asuint(uniform_d);\n\t\t float tmp_t = FixedRand(tmp_s);\n\t\t
|
|
\ float tmp_u = uniform_c * tmp_t;\n\t\t float tmp_v = uniform_b + tmp_u;\n\t\t
|
|
\ uint tmp_w = (uint)tmp_v;\n\t\t uint tmp_x = tmp_w ^ asuint(uniform_e);\n\t\t
|
|
\ uint tmp_y = particleId ^ tmp_x;\n\t\t float tmp_z = FixedRand(tmp_y);\n\t\t
|
|
\ float tmp_bb = tmp_z * (float)100;\n\t\t eventCount = 0u;\n\t\t GPUEventRate_0(
|
|
/*inout */rateCount_b, /*inout */eventCount, tmp_bb, uniform_c);\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\tSetAttribute_FDD06EC7(
|
|
/*inout */color, Color_e);\n\t\tEulerIntegration( /*inout */position, velocity,
|
|
uniform_c);\n\t\tAge( /*inout */age, uniform_c);\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 + 0x700) <<
|
|
2,asuint(targetPosition));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x704)
|
|
<< 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: '[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_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_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_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
|
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VFX_USE_AGE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_LOCAL_SPACE
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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 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
|
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!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
|
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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
|
|
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
|
|
inputAdditional;\r\n#endif\r\n\r\nvoid SetAttribute_CAC02F9E(inout float3 position,
|
|
float3 Value) /*attribute:position Composition:Overwrite Source:Source Random:Off
|
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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
|
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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
|
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Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\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
|
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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
|
|
\ float age = (float)0;\n uint seed = (uint)0;\n float rateCount_b
|
|
= (float)0;\n float3 targetPosition = float3(0, 0, 0);\n float3
|
|
color = float3(1, 1, 1);\n uint particleId = (uint)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 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_o
|
|
= position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_o);\n
|
|
\ }\n {\n float tmp_o = lifetime_source;\n SetAttribute_F011C510(
|
|
/*inout */lifetime, tmp_o);\n }\n {\n float3 tmp_o
|
|
= velocity_source;\n SetAttribute_E602FAC( /*inout */velocity, tmp_o);\n
|
|
\ }\n {\n float tmp_o = size_source;\n SetAttribute_32764A86(
|
|
/*inout */size, tmp_o);\n }\n {\n float tmp_o = RAND;\n
|
|
\ float tmp_p = tmp_o * uniform_c;\n float tmp_q = uniform_b
|
|
+ tmp_p;\n float tmp_r = velocity[1];\n float tmp_s =
|
|
RAND;\n float tmp_t = tmp_s * uniform_c;\n float tmp_u
|
|
= uniform_b + tmp_t;\n float3 tmp_v = float3(tmp_q, tmp_r, tmp_u);\n
|
|
\ SetAttribute_E629755( /*inout */velocity, tmp_v);\n }\n {\n
|
|
\ float tmp_o = age_source;\n SetAttribute_99EA5134( /*inout
|
|
*/age, tmp_o);\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
|
|
* 0x2 + 0x600) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
|
|
* 0xC + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x707) << 2,asuint(size));\n attributeBuffer.Store((index
|
|
* 0xC + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
|
|
0xC + 0x7) << 2,asuint(rateCount_b));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x700) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x704) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x2 + 0x601) << 2,asuint(particleId));\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 * 0x2 + 0x600)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x4)
|
|
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x707)
|
|
<< 2,asuint(size));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(age));\n
|
|
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(rateCount_b));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x700) << 2,asuint(targetPosition));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x704) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0x2 + 0x601) << 2,asuint(particleId));\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_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 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 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 + 0x1FE40)
|
|
<< 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 + 0x22580) << 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 + 0x1D700) << 2));\n\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x1 + 0x1FE40) << 2));\n\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x1 + 0x22580) << 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 + 0x1FE40) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1
|
|
+ 0x22580) << 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 + 0x700) << 2));\n float lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x2 + 0x600) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0x8 + 0x707) << 2));\n float age_source = asfloat(sourceAttributeBuffer.Load((sourceIndex
|
|
* 0xC + 0x3) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x704) << 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
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x22580) << 2,uint(alive));\n \n\r\n }\r\n#else\r\n
|
|
\ uint index = particleIndex;\r\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x9D00) << 2,asuint(targetPosition));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x1D700) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index *
|
|
0x1 + 0x1FE40) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x8
|
|
+ 0x9D04) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 +
|
|
0x22580) << 2,uint(alive));\n \n\r\n#endif\r\n }\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_COLOR_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_EC596BAC(inout
|
|
float lifetime, float Lifetime) /*attribute:lifetime Composition:Add Source:Slot
|
|
Random:Off channels:XYZ */\n{\n lifetime += Lifetime;\n}\nvoid SetAttribute_3278B22F(inout
|
|
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n{\n size = Size;\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 float3 color = float3(1, 1, 1);\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
|
|
* 0x2 + 0x600) << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
|
|
* 0x8 + 0x700) << 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_EC596BAC(
|
|
/*inout */lifetime, (float)5);\n }\n {\n SetAttribute_3278B22F(
|
|
/*inout */size, (float)0.00999999978);\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
|
|
* 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
|
|
* 0x2 + 0x80000) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0xA0003) << 2,asuint(age));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0xA0000) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index
|
|
* 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index
|
|
* 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store((index
|
|
* 0x8 + 0xA0007) << 2,asuint(seed));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x120000) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x2 + 0x80001) << 2,asuint(particleId));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x4) << 2,uint(alive));\n attributeBuffer.Store((index *
|
|
0x8 + 0x5) << 2,asuint(angleX));\n attributeBuffer.Store((index *
|
|
0x8 + 0x6) << 2,asuint(angleY));\n attributeBuffer.Store((index *
|
|
0x8 + 0x7) << 2,asuint(angleZ));\n \n\r\n }\r\n#else\r\n uint
|
|
index = particleIndex;\r\n attributeBuffer.Store3((index * 0x8 + 0x0)
|
|
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x80000)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0xA0003)
|
|
<< 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0xA0000) << 2,asuint(velocity));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0xA0007) << 2,asuint(seed));\n
|
|
\ attributeBuffer.Store3((index * 0x4 + 0x120000) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0x2 + 0x80001) << 2,asuint(particleId));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x4) << 2,uint(alive));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x5) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x8
|
|
+ 0x6) << 2,asuint(angleY));\n attributeBuffer.Store((index * 0x8 + 0x7)
|
|
<< 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_COLOR_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_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
|
|
\ float3 Color_g;\n float uniform_b;\n float uniform_c;\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 SetAttribute_AA7D638(inout float3 velocity,
|
|
float3 Velocity) /*attribute:velocity Composition:Add Source:Slot Random:Off
|
|
channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid 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
|
|
* 0x8 + 0x4) << 2));\n\t\t\n\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position
|
|
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime
|
|
= asfloat(attributeBuffer.Load((index * 0x2 + 0x80000) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0003) << 2));\n\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0xA0000) << 2));\n\t\t\tfloat
|
|
angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0004) << 2));\n\t\t\tfloat
|
|
angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0005) << 2));\n\t\t\tfloat
|
|
angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0xA0006) << 2));\n\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0xA0007) << 2));\n\t\t\tfloat3 color
|
|
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x2 + 0x80001) << 2));\n\t\t\tfloat
|
|
angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 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_be = age > uniform_b;\n\t\t\t
|
|
\ uint tmp_bg = particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bh =
|
|
FixedRand(tmp_bg);\n\t\t\t float tmp_bi = tmp_bh * (float)-4;\n\t\t\t float
|
|
tmp_bj = (float)-4 + tmp_bi;\n\t\t\t float tmp_bl = tmp_be ? tmp_bj : (float)0;\n\t\t\t
|
|
\ float tmp_bn = tmp_be ? (float)-0.800000012 : (float)0;\n\t\t\t float
|
|
tmp_bo = tmp_be ? (float)-4 : (float)0;\n\t\t\t float3 tmp_bp = float3(tmp_bl,
|
|
tmp_bn, 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_be = age > uniform_b;\n\t\t\t float tmp_bh = tmp_be ? (float)0
|
|
: (float)0.100000001;\n\t\t\t SetAttribute_2EBDF112( /*inout */size, tmp_bh);\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_be = age > uniform_b;\n\t\t\t float tmp_bh = tmp_be ? (float)5
|
|
: (float)0;\n\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t
|
|
\ SetAttribute_F6DAC92F( /*inout */angularVelocityX, /*inout */angularVelocityY,
|
|
\ /*inout */angularVelocityZ, /*inout */seed, tmp_bi, float3(0, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ SetAttribute_AA7D638( /*inout */velocity, float3(1, 0, 0));\n\t\t\t}\n\t\t\tSetAttribute_FDD06EC7(
|
|
/*inout */color, Color_g);\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 * 0x8 + 0x0) <<
|
|
2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xA0003)
|
|
<< 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x8 + 0xA0000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0007) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0x120000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x5) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x8
|
|
+ 0x6) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x7)
|
|
<< 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
|
|
* 0x8 + 0x4) << 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
|
|
* 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x80000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xA0003) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0xA0000) << 2));\n\t\tfloat angularVelocityX = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xA0004) << 2));\n\t\tfloat angularVelocityY = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xA0005) << 2));\n\t\tfloat angularVelocityZ = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0xA0006) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8
|
|
+ 0xA0007) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x120000) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
|
|
* 0x2 + 0x80001) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0x5) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0x6) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0x7) << 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_be = age > uniform_b;\n\t\t uint tmp_bg
|
|
= particleId ^ asuint(uniform_c);\n\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t
|
|
\ float tmp_bi = tmp_bh * (float)-4;\n\t\t float tmp_bj = (float)-4 + tmp_bi;\n\t\t
|
|
\ float tmp_bl = tmp_be ? tmp_bj : (float)0;\n\t\t float tmp_bn = tmp_be
|
|
? (float)-0.800000012 : (float)0;\n\t\t float tmp_bo = tmp_be ? (float)-4
|
|
: (float)0;\n\t\t float3 tmp_bp = float3(tmp_bl, tmp_bn, tmp_bo);\n\t\t Gravity(
|
|
/*inout */velocity, tmp_bp, deltaTime_b);\n\t\t}\n\t\t{\n\t\t bool tmp_be
|
|
= age > uniform_b;\n\t\t float tmp_bh = tmp_be ? (float)0 : (float)0.100000001;\n\t\t
|
|
\ SetAttribute_2EBDF112( /*inout */size, tmp_bh);\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_be
|
|
= age > uniform_b;\n\t\t float tmp_bh = tmp_be ? (float)5 : (float)0;\n\t\t
|
|
\ float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t SetAttribute_F6DAC92F(
|
|
/*inout */angularVelocityX, /*inout */angularVelocityY, /*inout */angularVelocityZ,
|
|
\ /*inout */seed, tmp_bi, float3(0, 0, 0));\n\t\t}\n\t\t{\n\t\t SetAttribute_AA7D638(
|
|
/*inout */velocity, float3(1, 0, 0));\n\t\t}\n\t\tSetAttribute_FDD06EC7( /*inout
|
|
*/color, Color_g);\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 *
|
|
0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 +
|
|
0xA0003) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) <<
|
|
2,asuint(size));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA0000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0004) << 2,asuint(angularVelocityX));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0005) << 2,asuint(angularVelocityY));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0006) << 2,asuint(angularVelocityZ));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0xA0007) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x4
|
|
+ 0x120000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4)
|
|
<< 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x6) << 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x8 +
|
|
0x7) << 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: '[Trail]Quad Output'
|
|
source: "Shader \"Hidden/VFX/Trail/Quad 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_SIZE_CURRENT
|
|
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_POSITION_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_TRANSPARENT_PARTICLE
|
|
1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define
|
|
USE_DEAD_LIST_COUNT 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
|
|
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_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\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x186C3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 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\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
|
|
position_source = position;\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 + 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\tfloat size =
|
|
asfloat(attributeBuffer.Load((index * 0x8 + 0x186C3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C0) << 2));\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x186C4) << 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\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
|
|
position_source = position;\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\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\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 4]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 4/Quad 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_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_TRANSPARENT_PARTICLE 1\n\t\t#define
|
|
VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
|
|
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
|
|
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_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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x22580) << 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 + 0x22580) << 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\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 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\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\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 6]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 6/Quad 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_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_TRANSPARENT_PARTICLE 1\n\t\t#define
|
|
VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
|
|
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
|
|
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_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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B04) << 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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x61B03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x61B04) << 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\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\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 8]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 8/Quad 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\"
|
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\"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
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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
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!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
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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
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1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
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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 USE_DEAD_LIST_COUNT
|
|
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
|
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1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\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_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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1
|
|
+ 0x22580) << 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 + 0x22580) << 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\tfloat3
|
|
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D04) << 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\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\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 0
|
|
name: '[System 9]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 9/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+450\" \"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_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_ALPHA_TEST 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
|
|
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
|
|
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t//
|
|
Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\"
|
|
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
|
|
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
|
|
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
|
|
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|
|
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
|
|
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
|
|
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
|
|
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
|
|
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
|
|
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
|
|
uv\n\t\t\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
|
|
Orient_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 SetAttribute_D5151644(inout float scaleX, float Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t
|
|
\ scaleX = Scale.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4) << 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 * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 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 * 0x8 + 0x4) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 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
|
|
\ Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, float3(-0.786149681,
|
|
-0.397592992, 0.473168522), float3(0.02987618, 0.062757656, 0.997581542));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_D5151644( /*inout */scaleX, (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
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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
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|
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
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|
= 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\tfloat alphaThreshold
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|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
|
|
= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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,
|
|
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\tfloat4 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\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
|
|
(float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\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 SetAttribute_D5151644(inout float scaleX, float Scale)
|
|
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t
|
|
\ scaleX = Scale.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4) << 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 * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 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 * 0x8 + 0x4) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x120000) << 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 = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
|
|
angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
|
|
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 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
|
|
\ Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, float3(-0.786149681,
|
|
-0.397592992, 0.473168522), float3(0.02987618, 0.062757656, 0.997581542));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_D5151644( /*inout */scaleX, (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\tfloat alphaThreshold
|
|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
|
|
= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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\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\n\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
|
|
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
|
|
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
|
|
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color
|
|
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[Trail]CameraSort'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
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
|
|
\ float4x4 localToWorld;\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\nCBUFFER_START(params)\r\n
|
|
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
|
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
|
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
|
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0xDBCC0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
|
|
wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 4]CameraSort'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
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
|
|
\ float4x4 localToWorld;\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\nCBUFFER_START(params)\r\n
|
|
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
|
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
|
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
|
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
|
|
wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 6]CameraSort'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
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
|
|
\ float4x4 localToWorld;\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\nCBUFFER_START(params)\r\n
|
|
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
|
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
|
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
|
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
|
|
wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
|
- compute: 1
|
|
name: '[System 8]CameraSort'
|
|
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
|
|
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
|
|
\ float4x4 localToWorld;\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\nCBUFFER_START(params)\r\n
|
|
\ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
|
|
\ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
|
|
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
|
|
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
|
|
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
|
|
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
|
|
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
|
|
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
|
|
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
|
|
inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x0) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\r\n\t\t\r\n#if
|
|
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
|
|
wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
|
|
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
|
|
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
|
|
m_Infos:
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