diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx index e71cd776e52..0c2956a882a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx @@ -189,8 +189,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114718897262716678} - m_exposedName: New AABox - m_exposed: 0 + m_ExposedName: New AABox + m_Exposed: 0 m_Order: 2 m_Category: m_Min: @@ -201,6 +201,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: [] --- !u!114 &114231452192305226 @@ -317,8 +318,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114231452192305226} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114545129920000872 MonoBehaviour: m_ObjectHideFlags: 1 @@ -339,8 +342,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114936841699705906} - m_exposedName: parameter - m_exposed: 0 + m_ExposedName: parameter + m_Exposed: 0 m_Order: 1 m_Category: m_Min: @@ -351,6 +354,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -621,8 +625,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114197471506683826} - m_exposedName: Texture - m_exposed: 0 + m_ExposedName: Texture + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -633,6 +637,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -829,25 +834,8 @@ VisualEffectResource: m_ExposedExpressions: [] m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: - stopSystems: - - name: OnStop - playSystems: - stopSystems: + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -878,7 +866,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614529} + - {fileID: 8926484042661614559} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -886,143 +874,6 @@ MonoBehaviour: Source: 0 Random: 0 channels: 6 ---- !u!114 &8926484042661614529 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 8926484042661614530} - - {fileID: 8926484042661614531} - - {fileID: 8926484042661614532} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614529} - m_MasterData: - m_Owner: {fileID: 8926484042661614528} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614542} ---- !u!114 &8926484042661614530 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614529} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614529} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661614531 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614529} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614529} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661614532 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614529} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614529} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &8926484042661614533 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1370,7 +1221,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 8926484042661614529} + - {fileID: 8926484042661614559} --- !u!114 &8926484042661614543 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1917,3 +1768,180 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: [] +--- !u!114 &8926484042661614559 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661614560} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614559} + m_MasterData: + m_Owner: {fileID: 8926484042661614528} + m_Value: + m_Type: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":0.0,"y":0.0,"z":0.0}}' + m_Space: 0 + m_Property: + name: Position + m_serializedType: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + attributes: [] + m_Direction: 0 + m_LinkedSlots: + - {fileID: 8926484042661614542} +--- !u!114 &8926484042661614560 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614559} + m_Children: + - {fileID: 8926484042661614561} + - {fileID: 8926484042661614562} + - {fileID: 8926484042661614563} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614559} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: position + m_serializedType: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614561 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614560} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614559} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: x + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614562 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614560} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614559} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: y + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614563 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614560} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614559} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx index e1dc3fde57b..ca8e75b0227 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx @@ -2537,8 +2537,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114128410732456472} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114214122751800258 MonoBehaviour: m_ObjectHideFlags: 1 @@ -7139,8 +7141,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114984596019172262} - m_exposedName: New bool - m_exposed: 0 + m_ExposedName: New bool + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -7151,6 +7153,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: [] --- !u!114 &114709199838297718 @@ -8622,8 +8625,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114143974621120080} - m_exposedName: New int - m_exposed: 0 + m_ExposedName: New int + m_Exposed: 0 m_Order: 1 m_Category: m_Min: @@ -8634,6 +8637,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: [] --- !u!114 &114886463104656102 @@ -9609,25 +9613,8 @@ VisualEffectResource: m_ExposedExpressions: [] m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: - stopSystems: - - name: OnStop - playSystems: - stopSystems: + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs index ea1a9e2b409..b2fff01f785 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs @@ -42,12 +42,14 @@ public void CleanUp() AssetDatabase.DeleteAsset(tempFilePath); } - [UnityTest] - public IEnumerator CreateAssetAndComponentSpawner() + private void CreateAssetAndComponent(float spawnCountValue, string playEventName, out VFXGraph graph, out VisualEffect vfxComponent, out GameObject gameObj, out GameObject cameraObj) { EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = MakeTemporaryGraph(); + graph = MakeTemporaryGraph(); + + var eventStart = ScriptableObject.CreateInstance(); + eventStart.eventName = playEventName; var spawnerContext = ScriptableObject.CreateInstance(); var blockConstantRate = ScriptableObject.CreateInstance(); @@ -56,27 +58,99 @@ public IEnumerator CreateAssetAndComponentSpawner() var spawnerInit = ScriptableObject.CreateInstance(); var spawnerOutput = ScriptableObject.CreateInstance(); - var spawnCountValue = 753.0f; slotCount.value = spawnCountValue; spawnerContext.AddChild(blockConstantRate); + graph.AddChild(eventStart); graph.AddChild(spawnerContext); graph.AddChild(spawnerInit); graph.AddChild(spawnerOutput); + + spawnerContext.LinkFrom(eventStart, 0, 0); spawnerInit.LinkFrom(spawnerContext); spawnerOutput.LinkFrom(spawnerInit); graph.RecompileIfNeeded(); - var gameObj = new GameObject("CreateAssetAndComponentSpawner"); - var vfxComponent = gameObj.AddComponent(); + gameObj = new GameObject("CreateAssetAndComponentSpawner"); + vfxComponent = gameObj.AddComponent(); vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; - var cameraObj = new GameObject("CreateAssetAndComponentSpawner_Camera"); + cameraObj = new GameObject("CreateAssetAndComponentSpawner_Camera"); var camera = cameraObj.AddComponent(); camera.transform.localPosition = Vector3.one; camera.transform.LookAt(vfxComponent.transform); + } + + [UnityTest] + public IEnumerator Create_Asset_And_Component_Spawner_Check_Initial_Event() + { + var propertyInitialEventName = typeof(VisualEffect).GetProperty("initialEventName"); + if (propertyInitialEventName != null) + { + var setPropertyInitialEventName = propertyInitialEventName.GetSetMethod(); + var spawnCountValue = 666.0f; + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + + var initialEventName = "CustomInitialEvent"; + CreateAssetAndComponent(spawnCountValue, initialEventName, out graph, out vfxComponent, out gameObj, out cameraObj); + + int maxFrame = 512; + while (vfxComponent.culled && --maxFrame > 0) + { + yield return null; + } + Assert.IsTrue(maxFrame > 0); + yield return null; //wait for exactly one more update if visible + + //Default event state is supposed to be "OnPlay" + var spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + Assert.AreEqual(0.0, spawnerState.spawnCount); + + var editor = Editor.CreateEditor(graph.GetResource().asset); + editor.serializedObject.Update(); + var initialEventProperty = editor.serializedObject.FindProperty("m_Infos.m_InitialEventName"); + initialEventProperty.stringValue = initialEventName; + editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); + GameObject.DestroyImmediate(editor); + yield return null; + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + var spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; + Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + + //Now, do it on vfxComponent (override automatically taken into account) + setPropertyInitialEventName.Invoke(vfxComponent, new object[] { "OnPlay" }); + vfxComponent.Reinit(); //Automatic while changing it through serialized property, here, it's a runtime behavior + yield return null; + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + Assert.AreEqual(0.0, spawnerState.spawnCount); + + //Try setting the correct value + setPropertyInitialEventName.Invoke(vfxComponent, new object[] { initialEventName }); + vfxComponent.Reinit(); + yield return null; + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; + Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + + UnityEngine.Object.DestroyImmediate(gameObj); + UnityEngine.Object.DestroyImmediate(cameraObj); + } + //else initial event feature isn't available yet + } + + [UnityTest] + public IEnumerator Create_Asset_And_Component_Spawner() + { + var spawnCountValue = 753.0f; + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + CreateAssetAndComponent(spawnCountValue, "OnPlay", out graph, out vfxComponent, out gameObj, out cameraObj); + int maxFrame = 512; while (vfxComponent.culled && --maxFrame > 0) { diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/New VFX.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/New VFX.vfx index e530aa6d2ea..cd07fcfd700 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/New VFX.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/New VFX.vfx @@ -74,8 +74,8 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114219382104720238} - - {fileID: 114455825400398564} + - {fileID: 8926484042661614565} + - {fileID: 8926484042661614570} m_OutputSlots: [] m_Disabled: 0 attribute: velocity @@ -83,76 +83,6 @@ MonoBehaviour: Source: 0 Random: 1 channels: 6 ---- !u!114 &114219382104720238 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: VFXSlotFloat3 - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 114223004880206134} - - {fileID: 114645711764648802} - - {fileID: 114319408674248454} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114219382104720238} - m_MasterData: - m_Owner: {fileID: 114206037049139666} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - 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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ - */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 position = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_E6295C0( - /*inout */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n - \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x90) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xB4) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x144) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x145) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x90) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xB4) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x144) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x145) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x144) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x90) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB4) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x145) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xB4) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x145) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x144) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x90) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xB4) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x144) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x145) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xB4) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x144) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x145) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_b;\n\t\t float gradient_d;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid - ScreenSpaceSize_1(float3 position, float size, inout float scaleX, inout float - scaleY, inout float scaleZ, float PixelSize) /*sizeMode:PixelAbsolute sizeZMode:SameAsSizeX - */\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float2 newScale = (float2(PixelSize, PixelSize) * clipPosW) / (size * 0.5f - * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));\n\t\t\t - \ scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t scaleZ = - scaleX;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float lifetime, - inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x90) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x144) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x145) << 2));\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 * 0x2 + 0x144) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x90) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x145) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t ScreenSpaceSize_1(position, - size, /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, (float)16);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_d);\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\t\t - \ float3 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\tfloat bentNormalFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t bentNormalFactor = (float)1;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\to.VFX_VARYING_BENTFACTORS - = vOffsets * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.7473339;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5231063;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB4) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 5 - data[0]: 0 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 6 - data[0]: -1 - 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m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114639424685187742} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114460225372964862 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2319,8 +2221,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114178220306332140} - m_exposedName: Sphere - m_exposed: 1 + m_ExposedName: Sphere + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -2331,6 +2233,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2444,7 +2347,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114639424685187742} + - {fileID: 8926484042661614537} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -2683,44 +2586,6 @@ MonoBehaviour: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114639424685187742 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: VFXSlotFloat3 - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 114454397352498550} - - {fileID: 114127414625177156} - - {fileID: 114347824273654020} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114639424685187742} - m_MasterData: - m_Owner: {fileID: 114597671008042842} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 114266219098081648} --- !u!114 &114670377965428686 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2948,8 +2813,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114697976478237600 MonoBehaviour: m_ObjectHideFlags: 1 @@ -3951,8 +3818,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114117949157950100} - m_exposedName: parameter 1 - m_exposed: 0 + m_ExposedName: parameter 1 + m_Exposed: 0 m_Order: 2 m_Category: m_Min: @@ -3963,6 +3830,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -4608,604 +4476,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 05_MotionVectors m_Graph: {fileID: 114690118887451068} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 uniform_b;\n float3 Sphere_center_e;\n float Sphere_radius_e;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionTorus_4A7(inout float3 position, inout - uint seed, inout float3 direction, float3 Torus_center, float Torus_majorRadius, - float Torus_minorRadius, float Torus_arc, float volumeFactor, float r) /*positionMode:ThicknessRelative - spawnMode:Randomized */\n{\n float3 u = RAND3;float arc = Torus_arc;\n float - R = sqrt(volumeFactor + (1.0f - volumeFactor) * u.z);\n \n float sinTheta,cosTheta;\n - \ sincos(u.x * UNITY_TWO_PI,sinTheta,cosTheta);\n \n float2 s1_1 = R - * r * float2(cosTheta, sinTheta) + float2(1,0);\n float2 s1_2 = R * r * float2(-cosTheta, - sinTheta) + float2(1,0);\n float w = s1_1.x / (s1_1.x + s1_2.x);\n \n - \ float3 t;\n float phi;\n if (u.y < w)\n {\n phi = arc * - u.y / w;\n t = float3(s1_1.x, 0, s1_1.y);\n }\n else\n {\n phi - = arc * (u.y - w) / (1.0f - w);\n t = float3(s1_2.x, 0, s1_2.y);\n }\n - \ \n float s,c;\n sincos(phi,c,s);\n float3 t2 = float3(c * t.x - - s * t.y,c * t.y + s * t.x,t.z);\n \n position += Torus_center + Torus_majorRadius - * t2;\n direction = t2;\n \n}\nvoid SetAttribute_CAC29747(inout float3 - position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid KillAABox_0(float3 - position, inout bool alive, float3 box_center, float3 box_size) /*mode:Solid - */\n{\n \n float3 dir = position - box_center;\n float3 absDir = abs(dir);\n - \ float3 size = box_size * 0.5f;\n bool collision = all(absDir <= size);\n - \ if (collision)\n alive = false;\n}\nvoid KillSphere_0(float3 position, - inout bool alive, float3 Sphere_center, float Sphere_radius, float colliderSign) - /*mode:Solid */\n{\n \n float3 dir = position - Sphere_center;\n float - sqrLength = dot(dir, dir);\n if (colliderSign * sqrLength <= colliderSign - * Sphere_radius * Sphere_radius)\n alive = false;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n bool alive = (bool)true;\n float3 - velocity = float3(0,0,0);\n float age = (float)0;\n float3 oldPosition - = float3(0,0,0);\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionTorus_4A7( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)1.5, - (float)0.5, (float)6.283185, (float)0.64, (float)0.3333333);\n }\n {\n - \ float tmp_o = position[0];\n float tmp_p = position[1];\n - \ float tmp_q = position[2];\n float3 tmp_r = float3(tmp_o, - tmp_p, tmp_q);\n float3 tmp_s = mul(uniform_b, float4(tmp_r, 1.0)).xyz;\n - \ SetAttribute_CAC29747( /*inout */position, tmp_s);\n }\n - \ {\n SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n - \ }\n {\n KillAABox_0(position, /*inout */alive, float3(-1.5,-0.5,0), - float3(1.5,1.5,1.5));\n }\n {\n KillSphere_0(position, - \ /*inout */alive, Sphere_center_e, Sphere_radius_e, (float)1);\n }\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x7A1200) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store3((index - * 0x4 + 0x895440) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n attributeBuffer.Store3((index * - 0x4 + 0xC65D40) << 2,asuint(oldPosition));\n \n\n }\n#else\n - \ uint index = particleIndex;\n attributeBuffer.Store3((index * - 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 - + 0x7A1200) << 2,asuint(lifetime));\n attributeBuffer.Store((index * - 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store3((index * 0x4 + - 0x895440) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 - + 0x4) << 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0xC65D40) - << 2,asuint(oldPosition));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_MASS_CURRENT - 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Sphere_center_b;\n float deltaTime_a;\n float Sphere_radius_b;\n - \ uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - CollisionAABox_0(inout float3 position, inout float3 velocity, inout float age, - float lifetime, float3 box_center, float3 box_size, float Elasticity, float - Friction, float LifetimeLoss, float deltaTime, float colliderSign, float radius) - /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 nextPos - = position + velocity * deltaTime;\n float3 dir = nextPos - box_center;\n - \ float3 absDir = abs(dir);\n float3 halfBoxSize = box_size * 0.5f + radius - * colliderSign;\n bool collision = all(absDir < halfBoxSize);\n if (collision)\n - \ {\n float3 distanceToEdge = (absDir - halfBoxSize);\n float3 - absDistanceToEdge = abs(distanceToEdge);\n \n float3 n;\n \n if - (absDistanceToEdge.x < absDistanceToEdge.y && absDistanceToEdge.x < absDistanceToEdge.z)\n - \ n = float3(colliderSign * sign(dir.x), 0.0f, 0.0f);\n else - if (absDistanceToEdge.y < absDistanceToEdge.z)\n n = float3(0.0f, - colliderSign * sign(dir.y), 0.0f);\n else\n n = float3(0.0f, - 0.0f, colliderSign * sign(dir.z));\n position -= n * distanceToEdge;\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 CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\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 Force_0(inout - float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute - */\n{\n velocity += (Force / mass) * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x895440) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat3 oldPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC65D40) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t CollisionAABox_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, float3(-1.5,-0.5,0), float3(1.5,1.5,1.5), - (float)0.8, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_b, Sphere_radius_b, (float)0.8, (float)0, (float)0, - deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t Force_0( /*inout - */velocity, mass, float3(0,-3,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x895440) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 - + 0xC65D40) << 2,asuint(oldPosition));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x7A1200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * - 0x4 + 0x895440) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 oldPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC65D40) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t CollisionAABox_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, float3(-1.5,-0.5,0), float3(1.5,1.5,1.5), - (float)0.8, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_b, Sphere_radius_b, (float)0.8, (float)0, (float)0, - deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t Force_0( /*inout */velocity, - mass, float3(0,-3,0), deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x895440) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xC65D40) - << 2,asuint(oldPosition));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Point Output' - source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"AlphaTest\" \"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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT - 1\n\t\t#define VFX_USE_AGE_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_OLDPOSITION_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 USE_MOTION_VECTORS_PASS 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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#undef VFX_VARYING_COLOR // - Not used\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - ColorOverLife_26AC1(float age, float lifetime, inout float3 color, float gradient) - /*mode:Color ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - \ color *= sampledColor.rgb;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\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 + 0x3) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tColorOverLife_26AC1(age, - lifetime, /*inout */color, gradient_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - 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\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - ColorOverLife_26AC1(float age, float lifetime, inout float3 color, float gradient) - /*mode:Color ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - \ color *= sampledColor.rgb;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\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 + 0x3) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tColorOverLife_26AC1(age, - lifetime, /*inout */color, gradient_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t// - Motion Vectors pass\n\t\tPass\n\t\t{\t\t\n\t\t\tName \"MOTIONVECTORS\"\n\t\t\tTags - { \"LightMode\"=\"MotionVectors\" }\n\t\t\n\t\t\tZWrite Off\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\tfloat4x4 _NonJitteredVP;\n\t\t\tfloat4x4 _PreviousVP;\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_SOFT_PARTICLE - || USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat4 previousPos : TEXCOORD1;\n\t\t\t\tfloat4 - currentPos : TEXCOORD2;\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - motion : 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_ALPHA builtInInterpolants.z\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - ColorOverLife_26AC1(float age, float lifetime, inout float3 color, float gradient) - /*mode:Color ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - \ color *= sampledColor.rgb;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\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 + 0x3) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7A1200) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC65D40) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tColorOverLife_26AC1(age, - lifetime, /*inout */color, gradient_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\t\t\to.previousPos - = mul(_PreviousVP, float4(oldPosition,1.0f));\n\t\t\t\t\t\to.currentPos = mul(_NonJitteredVP, - float4(position,1.0f));\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\tfloat3 - p0 = i.previousPos.xyz / i.previousPos.w;\n\t\t\t\tfloat3 p1 = i.currentPos.xyz - / i.currentPos.w;\n\t\t\t\t\n\t\t\t\tp0.xy = (p0.xy + 1.0f) / 2.0f;\n\t\t\t\tp1.xy - = (p1.xy + 1.0f) / 2.0f;\n\t\t\n\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\tp0.y - = 1 - p0.y;\n\t\t\t\tp1.y = 1 - p1.y;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.motion.xy - = (p1 - p0).xy;\n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 26 - valueIndex: 2 - data[0]: 1 - data[1]: 0 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 3 - valueIndex: 4 - data[0]: 3 - data[1]: 2 - data[2]: 3 - data[3]: -1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 34 - valueIndex: 13 - 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data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 51 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 52 - data[0]: 8 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 53 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 54 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 55 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 56 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 100 - - m_ExpressionIndex: 3 - m_Value: 0 - - m_ExpressionIndex: 9 - m_Value: 0.64000005 - - m_ExpressionIndex: 12 - m_Value: 0.8 - - m_ExpressionIndex: 15 - m_Value: 1 - - m_ExpressionIndex: 16 - m_Value: 6.2831855 - - m_ExpressionIndex: 19 - m_Value: 1 - - m_ExpressionIndex: 20 - m_Value: 1.5 - - m_ExpressionIndex: 22 - m_Value: 0.5 - - m_ExpressionIndex: 23 - m_Value: 0.33333334 - - m_ExpressionIndex: 24 - m_Value: 1000000 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 5 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 6 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 10 - m_Value: {x: 0, y: -3, z: 0} - - m_ExpressionIndex: 13 - m_Value: {x: 1.5, y: 1.5, z: 1.5} - - m_ExpressionIndex: 14 - m_Value: {x: -1.5, y: -0.5, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: 5.1082807, y: 6.151472, z: 4.6305723} - - m_ExpressionIndex: 18 - m_Value: {x: 1.5, y: 0, z: 0} - - m_ExpressionIndex: 25 - m_Value: {x: 0.19108272, y: -0.740448, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -5217,181 +4501,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 8 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 0, b: 0, a: 1} - key1: {r: 1, g: 0, b: 0.8901961, a: 1} - key2: {r: 0.24313726, g: 0, b: 1, a: 0} - key3: {r: 0, g: 0.8352941, b: 1, a: 0} - key4: {r: 0, g: 1, b: 0.09019608, a: 0} - key5: {r: 0.94509804, g: 1, b: 0, a: 0} - key6: {r: 1, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 12719 - ctime2: 22719 - ctime3: 31554 - ctime4: 42234 - ctime5: 53011 - ctime6: 65535 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 7 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: m_Array: [] m_Bool: m_Array: [] - m_ExposedExpressions: - - nameId: Sphere_center - index: 18 - - nameId: Sphere_radius - index: 19 - m_Buffers: - - type: 1 - size: 17000000 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - - name: lifetime - type: 1 - offset: - bucket: 8000000 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 9000000 - structure: 4 - element: 0 - - name: oldPosition - type: 3 - offset: - bucket: 13000000 - structure: 4 - element: 0 - capacity: 1000000 - stride: 4 - - type: 1 - size: 17000000 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - - name: lifetime - type: 1 - offset: - bucket: 8000000 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 9000000 - structure: 4 - element: 0 - - name: oldPosition - type: 3 - offset: - bucket: 13000000 - structure: 4 - element: 0 - capacity: 1000000 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 1000000 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_ExposedExpressions: [] + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 1 @@ -5403,101 +4522,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 24 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 1000000 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 25 - - nameId: bounds_size - index: 17 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 7 - - nameId: Sphere_center_e - index: 18 - - nameId: Sphere_radius_e - index: 19 - params: - - nameId: bounds_center - index: 25 - - nameId: bounds_size - index: 17 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 11 - - nameId: Sphere_center_b - index: 18 - - nameId: Sphere_radius_b - index: 19 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741824 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: gradient_a - index: 21 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 @@ -5815,3 +4840,180 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] +--- !u!114 &8926484042661614537 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661614538} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614537} + m_MasterData: + m_Owner: {fileID: 114597671008042842} + m_Value: + m_Type: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":0.0,"y":0.0,"z":0.0}}' + m_Space: 0 + m_Property: + name: Position + m_serializedType: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + attributes: [] + m_Direction: 0 + m_LinkedSlots: + - {fileID: 114266219098081648} +--- !u!114 &8926484042661614538 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614537} + m_Children: + - {fileID: 8926484042661614539} + - {fileID: 8926484042661614540} + - {fileID: 8926484042661614541} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614537} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: position + m_serializedType: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614539 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614538} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614537} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: x + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614540 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614538} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614537} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: y + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614541 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614538} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614537} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx index a97499928b5..107e7aab25d 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx @@ -747,8 +747,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114537105779611658} - m_exposedName: NbSlices - m_exposed: 0 + m_ExposedName: NbSlices + m_Exposed: 0 m_Order: 1 m_Category: m_Min: @@ -759,6 +759,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -978,8 +979,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114287871694759918} - m_exposedName: Count - m_exposed: 0 + m_ExposedName: Count + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -990,6 +991,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2342,8 +2344,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114080637282675900} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114889596446218778 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2602,451 +2606,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 06_LineOutput m_Graph: {fileID: 114882977597121960} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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 PositionSphere_1(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float ArcSequencer, float volumeFactor) /*positionMode:Surface - spawnMode:Custom */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = - ArcSphere_arc * ArcSequencer;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 color - = float3(1,1,1);\n float3 position = float3(0,0,0);\n uint seed - = (uint)0;\n float3 direction = float3(0,0,1);\n uint particleId - = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n uint tmp_y = particleId - ^ asuint(uniform_c);\n float tmp_z = FixedRand(tmp_y);\n float - tmp_bb = max(tmp_z, (float)0);\n float tmp_bd = min(tmp_bb, (float)1);\n - \ float4 tmp_be = SampleGradient(uniform_b,tmp_bd);\n float - tmp_bf = (float)particleId;\n float tmp_bh = tmp_bf / (float)24;\n - \ float tmp_bi = frac(tmp_bh);\n float tmp_bj = tmp_bi - * (float)24;\n float tmp_bk = tmp_bj / (float)24;\n float - tmp_bl = max(tmp_bk, (float)0);\n float tmp_bm = min(tmp_bl, (float)1);\n - \ float4 tmp_bn = SampleGradient(uniform_d,tmp_bm);\n float4 - tmp_bo = tmp_be + tmp_bn;\n float4 tmp_bq = tmp_bo / float4(2,2,2,2);\n - \ float tmp_br = tmp_bq[0];\n float tmp_bs = tmp_bq[1];\n - \ float tmp_bt = tmp_bq[2];\n float3 tmp_bu = float3(tmp_br, - tmp_bs, tmp_bt);\n SetAttribute_FDD06EC7( /*inout */color, tmp_bu);\n - \ }\n {\n float tmp_bb = (float)particleId;\n float - tmp_bd = tmp_bb / (float)24;\n float tmp_be = frac(tmp_bd);\n float - tmp_bf = tmp_be * (float)24;\n float tmp_bg = tmp_bf / (float)24;\n - \ float tmp_bi = max(tmp_bg, (float)0);\n float tmp_bj - = min(tmp_bi, (float)1);\n PositionSphere_1( /*inout */position, - \ /*inout */seed, /*inout */direction, float3(0,0,0), (float)1, (float)6.283185, - tmp_bj, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(position));\n \n\n }\n#else\n - \ uint index = particleIndex;\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 - + 0x9D00) << 2,asuint(position));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_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_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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 TARGET_FROM_ATTRIBUTES - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float Angle_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_48A7BEFB(inout float angleZ, float Angle) /*attribute:angle Composition:Overwrite - Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ = Angle.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float - alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid Orient_2(inout - float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3 - Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = normalize(position - - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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 = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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\tSetAttribute_48A7BEFB( - /*inout */angleZ, Angle_a);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( /*inout - */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0.5,0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0,-0.2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 8 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 62 - valueIndex: 3 - data[0]: 1 - data[1]: 2 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 57 - valueIndex: 8 - data[0]: 7 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 57 - valueIndex: 9 - data[0]: 5 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 14 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 26 - valueIndex: 20 - data[0]: 12 - data[1]: 11 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 21 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 23 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 37 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 9 - valueIndex: 38 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 24 - - m_ExpressionIndex: 4 - m_Value: 0 - - m_ExpressionIndex: 6 - m_Value: 1 - - m_ExpressionIndex: 11 - m_Value: 100 - - m_ExpressionIndex: 13 - m_Value: 0.5 - - m_ExpressionIndex: 22 - m_Value: 6.2831855 + m_Array: [] m_Vector2f: - m_Array: - - m_ExpressionIndex: 16 - m_Value: {x: 10000, y: 10000} - - m_ExpressionIndex: 21 - m_Value: {x: 0, y: 1} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 14 - m_Value: {x: 0.5, y: 0.5, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 18 - m_Value: {x: 0, y: 0, z: -0.2} - - m_ExpressionIndex: 19 - m_Value: {x: 2.2195816, y: 2.2123823, z: 2.1859431} - - m_ExpressionIndex: 20 - m_Value: {x: -0.011615276, y: 0.0030828118, z: -0.0026590824} + m_Array: [] m_Vector4f: - m_Array: - - m_ExpressionIndex: 10 - m_Value: {x: 2, y: 2, z: 2, w: 2} + m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 0 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: @@ -3054,164 +2631,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 5 - m_Value: - serializedVersion: 2 - key0: {r: 0.57254905, g: 0, b: 1, a: 1} - key1: {r: 0.24705882, g: 0, b: 1, a: 1} - key2: {r: 0, g: 0.70980394, b: 1, a: 0} - key3: {r: 1, g: 1, b: 1, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 4433 - ctime1: 12143 - ctime2: 36237 - ctime3: 65535 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 4 - m_NumAlphaKeys: 2 - - m_ExpressionIndex: 7 - m_Value: - serializedVersion: 2 - key0: {r: 0.24705882, g: 0, b: 1, a: 1} - key1: {r: 0, g: 0.70980394, b: 1, a: 1} - key2: {r: 0.36078432, g: 0.68235296, b: 1, a: 0} - key3: {r: 1, g: 1, b: 1, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 24952 - ctime2: 42913 - ctime3: 65535 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 4 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 80384 - layout: - - name: color - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 40192 - structure: 4 - element: 0 - capacity: 10048 - stride: 4 - - type: 1 - size: 80384 - layout: - - name: color - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 40192 - structure: 4 - element: 0 - capacity: 10048 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 10048 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 10048 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 10048 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -3223,114 +2652,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435457 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Count - index: 16 - - nameId: Delay - index: 21 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 2 - capacity: 10048 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 3 - - nameId: sortBufferA - index: 4 - - nameId: sortBufferB - index: 5 - values: - - nameId: bounds_center - index: 20 - - nameId: bounds_size - index: 19 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 9 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 8 - params: - - nameId: bounds_center - index: 20 - - nameId: bounds_size - index: 19 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 3 - temporaryBuffers: [] - values: [] - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 3 - - nameId: outputBuffer - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 23 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 3 - temporaryBuffers: [] - values: - - nameId: Angle_a - index: 15 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx index 5598c55fd21..36bfcb56fbb 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx @@ -677,8 +677,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114051749211757012} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114238803646561254 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1844,8 +1846,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114930672389675934} - m_exposedName: exposedName 3 - m_exposed: 0 + m_ExposedName: exposedName 3 + m_Exposed: 0 m_Order: 3 m_Category: m_Min: @@ -1856,6 +1858,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2617,8 +2620,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114425551758419458} - m_exposedName: exposedName 1 - m_exposed: 0 + m_ExposedName: exposedName 1 + m_Exposed: 0 m_Order: 1 m_Category: m_Min: @@ -2629,6 +2632,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2658,8 +2662,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114664837784982664} - m_exposedName: exposedName 2 - m_exposed: 0 + m_ExposedName: exposedName 2 + m_Exposed: 0 m_Order: 2 m_Category: m_Min: @@ -2670,6 +2674,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2846,8 +2851,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114527320267978688} - m_exposedName: exposedName - m_exposed: 0 + m_ExposedName: exposedName + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -2858,6 +2863,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -3592,979 +3598,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 07_UnityLogo m_Graph: {fileID: 114231982420006628} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Color_a;\n float uniform_c;\n float uniform_d;\n float uniform_e;\n - \ uint2 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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 SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionSphere_18D(inout float3 position, inout uint seed, inout float3 direction, - float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, float ArcSphere_arc, - float volumeFactor) /*positionMode:Volume spawnMode:Randomized */\n{\n float - cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n float rNorm - = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n \n float2 - sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n sincosTheta - *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 color - = float3(1,1,1);\n float lifetime = (float)1;\n uint seed = (uint)0;\n - \ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ uint particleId = (uint)0;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n SetAttribute_FDD06EC7( /*inout */color, Color_a);\n {\n - \ SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, (float)3, - (float)4);\n }\n {\n uint tmp_bc = particleId ^ asuint(uniform_e);\n - \ float tmp_bd = FixedRand(tmp_bc);\n float tmp_be = uniform_d - * tmp_bd;\n float tmp_bf = uniform_c + tmp_be;\n float3 - tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n float3 tmp_bi = tmp_bg - * float3(3.987,4.787,5.876);\n float3 tmp_bj = sin(tmp_bi);\n float - tmp_bk = tmp_bj[1];\n float3 tmp_bl = cos(tmp_bi);\n float - tmp_bm = tmp_bl[0];\n float tmp_bn = tmp_bl[2];\n float3 - tmp_bo = float3(tmp_bk, tmp_bm, tmp_bn);\n float3 tmp_bq = tmp_bo - * float3(3,2,2);\n PositionSphere_18D( /*inout */position, /*inout - */seed, /*inout */direction, tmp_bq, (float)1, (float)6.283185, (float)0);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x2 + 0x356800) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x8 + 0x501C00) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x356801) << 2,asuint(particleId));\n - \ attributeBuffer.Store3((index * 0x8 + 0x501C04) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x501C03) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x8 + 0x501C07) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store((index * 0x2 - + 0x356800) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * - 0x8 + 0x501C00) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x356801) << 2,asuint(particleId));\n attributeBuffer.Store3((index - * 0x8 + 0x501C04) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x8 + 0x501C03) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x8 + 0x501C07) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_MASS_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\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_c;\n float4x4 FieldTransform_c;\n float3 - uniform_e;\n float uniform_b;\n float uniform_c;\n float uniform_d;\n - \ uint2 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_c;\nSamplerState samplerVectorField_c;\nTexture3D - VectorField_d;\nSamplerState samplerVectorField_d;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - CollisionSphere_0(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float3 Sphere_center, float Sphere_radius, float Elasticity, - float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float - radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 - nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n - \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius - + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * - totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 - n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) - * colliderSign;\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 Force_0(inout - float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute - */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid VectorFieldForce_267A9(inout - float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4 - InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float - deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative ClosedField:False - ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, - float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField, - vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n - \ \n velocity += ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime - / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x501C07) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x2 + 0x356800) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C00) << 2));\n\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x2 + 0x356801) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C04) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x501C03) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t uint tmp_bg = particleId ^ asuint(uniform_d);\n\t\t\t - \ float tmp_bh = FixedRand(tmp_bg);\n\t\t\t float tmp_bi = uniform_c * - tmp_bh;\n\t\t\t float tmp_bj = uniform_b + tmp_bi;\n\t\t\t float3 tmp_bk - = float3(tmp_bj, tmp_bj, tmp_bj);\n\t\t\t float3 tmp_bm = tmp_bk * float3(3.987,4.787,5.876);\n\t\t\t - \ float3 tmp_bn = sin(tmp_bm);\n\t\t\t float tmp_bo = tmp_bn[1];\n\t\t\t - \ float3 tmp_bp = cos(tmp_bm);\n\t\t\t float tmp_bq = tmp_bp[0];\n\t\t\t - \ float tmp_br = tmp_bp[2];\n\t\t\t float3 tmp_bs = float3(tmp_bo, tmp_bq, - tmp_br);\n\t\t\t float3 tmp_bu = tmp_bs * float3(3,2,2);\n\t\t\t CollisionSphere_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, tmp_bu, (float)1, - (float)1.9, (float)0, (float)0, uniform_c, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float3 tmp_bh = position * position;\n\t\t\t float tmp_bi = tmp_bh[2];\n\t\t\t - \ float tmp_bj = tmp_bh[1];\n\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t - \ float tmp_bl = tmp_bh[0];\n\t\t\t float tmp_bm = tmp_bk + tmp_bl;\n\t\t\t - \ float tmp_bo = pow(tmp_bm, (float)0.5);\n\t\t\t float tmp_bp = (float)1 - / tmp_bo;\n\t\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t - \ float3 tmp_br = position * tmp_bq;\n\t\t\t float3 tmp_bs = tmp_br * uniform_e;\n\t\t\t - \ Force_0( /*inout */velocity, mass, tmp_bs, uniform_c);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_c, - samplerVectorField_c), InvFieldTransform_c, FieldTransform_c, (float)0.3, (float)1, - uniform_c);\n\t\t\t}\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_d, samplerVectorField_d), float4x4(9.93411E-09,0.1666667,0,0,-0.1666667,9.93411E-09,0,0,0,0,0.1666667,0,0,0,0,1), - float4x4(3.576279E-07,-6,0,0,6,3.576279E-07,0,0,0,0,6,0,0,0,0,1), (float)1, - (float)2, uniform_c);\n\t\t\t}\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x501C00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x501C04) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x501C03) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x501C07) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x2 + 0x356800) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x501C00) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index - * 0x2 + 0x356801) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x501C04) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x501C03) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x501C07) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t uint tmp_bg = particleId ^ asuint(uniform_d);\n\t\t - \ float tmp_bh = FixedRand(tmp_bg);\n\t\t float tmp_bi = uniform_c * tmp_bh;\n\t\t - \ float tmp_bj = uniform_b + tmp_bi;\n\t\t float3 tmp_bk = float3(tmp_bj, - tmp_bj, tmp_bj);\n\t\t float3 tmp_bm = tmp_bk * float3(3.987,4.787,5.876);\n\t\t - \ float3 tmp_bn = sin(tmp_bm);\n\t\t float tmp_bo = tmp_bn[1];\n\t\t float3 - tmp_bp = cos(tmp_bm);\n\t\t float tmp_bq = tmp_bp[0];\n\t\t float tmp_br - = tmp_bp[2];\n\t\t float3 tmp_bs = float3(tmp_bo, tmp_bq, tmp_br);\n\t\t - \ float3 tmp_bu = tmp_bs * float3(3,2,2);\n\t\t CollisionSphere_0( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, tmp_bu, (float)1, - (float)1.9, (float)0, (float)0, uniform_c, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ float3 tmp_bh = position * position;\n\t\t float tmp_bi = tmp_bh[2];\n\t\t - \ float tmp_bj = tmp_bh[1];\n\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t - \ float tmp_bl = tmp_bh[0];\n\t\t float tmp_bm = tmp_bk + tmp_bl;\n\t\t - \ float tmp_bo = pow(tmp_bm, (float)0.5);\n\t\t float tmp_bp = (float)1 - / tmp_bo;\n\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t float3 - tmp_br = position * tmp_bq;\n\t\t float3 tmp_bs = tmp_br * uniform_e;\n\t\t - \ Force_0( /*inout */velocity, mass, tmp_bs, uniform_c);\n\t\t}\n\t\t{\n\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_c, - samplerVectorField_c), InvFieldTransform_c, FieldTransform_c, (float)0.3, (float)1, - uniform_c);\n\t\t}\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_d, samplerVectorField_d), float4x4(9.93411E-09,0.1666667,0,0,-0.1666667,9.93411E-09,0,0,0,0,0.1666667,0,0,0,0,1), - float4x4(3.576279E-07,-6,0,0,6,3.576279E-07,0,0,0,0,6,0,0,0,0,1), (float)1, - (float)2, uniform_c);\n\t\t}\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\n\t\tattributeBuffer.Store3((index * 0x8 + 0x501C00) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x501C04) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x501C03) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 - + 0x501C07) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_d;\n\t\t float uniform_c;\n\t\t float uniform_d;\n\t\t - \ float uniform_e;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\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\tvoid SetAttribute_D5151645(inout float - scaleY, float Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off - channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid ColorOverLife_73256(float - age, float lifetime, inout float3 color, inout float alpha, float gradient, - float BlendColor) /*mode:ColorAndAlpha ColorComposition:Blend AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color = lerp(color,sampledColor.rgb,BlendColor);\n\t\t\t - \ alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 - position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t - \ \n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float - clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize - = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x356800) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C00) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x2 + 0x356801) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C04) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x501C03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x501C07) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x501C07) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x356800) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C00) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x2 + 0x356801) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x501C04) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x501C03) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_D5151644( /*inout */scaleX, (float)0.2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_D5151645( /*inout */scaleY, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_bd = particleId ^ asuint(uniform_e);\n\t\t\t\t float tmp_be - = FixedRand(tmp_bd);\n\t\t\t\t float tmp_bf = uniform_d * tmp_be;\n\t\t\t\t - \ float tmp_bg = uniform_c + tmp_bf;\n\t\t\t\t float3 tmp_bh = float3(tmp_bg, - tmp_bg, tmp_bg);\n\t\t\t\t float3 tmp_bj = tmp_bh * float3(3.987,4.787,5.876);\n\t\t\t\t - \ float3 tmp_bk = sin(tmp_bj);\n\t\t\t\t float tmp_bl = tmp_bk[1];\n\t\t\t\t - \ float3 tmp_bm = cos(tmp_bj);\n\t\t\t\t float tmp_bn = tmp_bm[0];\n\t\t\t\t - \ float tmp_bo = tmp_bm[2];\n\t\t\t\t float3 tmp_bp = float3(tmp_bl, tmp_bn, - tmp_bo);\n\t\t\t\t float3 tmp_br = tmp_bp * float3(3,2,2);\n\t\t\t\t float3 - tmp_bs = position - tmp_br;\n\t\t\t\t float3 tmp_bt = tmp_bs * tmp_bs;\n\t\t\t\t - \ float tmp_bu = tmp_bt[2];\n\t\t\t\t float tmp_bv = tmp_bt[1];\n\t\t\t\t - \ float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t float tmp_bx = tmp_bt[0];\n\t\t\t\t - \ float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_ca = pow(tmp_by, - (float)0.5);\n\t\t\t\t float tmp_cc = tmp_ca / (float)3;\n\t\t\t\t float - tmp_ce = max(tmp_cc, (float)0);\n\t\t\t\t float tmp_cg = min(tmp_ce, (float)1);\n\t\t\t\t - \ ColorOverLife_73256(age, lifetime, /*inout */color, /*inout */alpha, gradient_d, - tmp_cg);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(position, /*inout */alpha, size, /*inout - */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - 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m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614557} --- !u!114 &114973090490308532 MonoBehaviour: m_ObjectHideFlags: 1 @@ -3237,7 +2687,7 @@ MonoBehaviour: m_UICollapsed: 1 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114708910098674972} + - {fileID: 8926484042661614605} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -3265,8 +2715,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114757265932841848} - m_exposedName: exposedName - m_exposed: 0 + m_ExposedName: exposedName + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -3277,6 +2727,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -3294,1481 +2745,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 08_Shadows m_Graph: {fileID: 114838466200305200} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_PARTICLEID_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_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_18D(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Volume spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) - /*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n velocity = Velocity;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n - \ uint particleId = (uint)0;\n float age = (float)0;\n float3 - color = float3(1,1,1);\n bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)0.2, - (float)6.283185, (float)0);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)5);\n }\n {\n float tmp_y - = (float)particleId;\n float tmp_ba = tmp_y / (float)1000;\n float - tmp_bc = tmp_ba * (float)6.29;\n float tmp_bd = cos(tmp_bc);\n float - tmp_bf = sin(tmp_bc);\n float3 tmp_bg = float3(tmp_bd, (float)1, - tmp_bf);\n float3 tmp_bh = tmp_bg * tmp_bg;\n float tmp_bi - = tmp_bh[2];\n float tmp_bj = tmp_bh[1];\n float tmp_bk - = tmp_bi + tmp_bj;\n float tmp_bl = tmp_bh[0];\n float - tmp_bm = tmp_bk + tmp_bl;\n float tmp_bo = pow(tmp_bm, (float)0.5);\n - \ float tmp_bp = (float)1 / tmp_bo;\n float3 tmp_bq = float3(tmp_bp, - tmp_bp, tmp_bp);\n float3 tmp_br = tmp_bg * tmp_bq;\n float3 - tmp_bt = tmp_br * float3(0.5,0.5,0.5);\n SetAttribute_E629755( /*inout - */velocity, tmp_bt);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x4F00) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x62C0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0xB1C0) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0xC580) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x11480) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x4F00) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x62C0) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0xB1C0) - << 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0xC580) << - 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x11480) << - 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_COLOR_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n float gradient_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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 ColorOverLife_267AB(float - age, float lifetime, inout float3 color, float gradient) /*mode:Color ColorComposition:Overwrite - AlphaComposition:Multiply */\n{\n \n float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n color = sampledColor.rgb;\n \n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x4F00) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x62C0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xB1C0) << 2));\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC580) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0,-2,0), - float3(0.09950372,0.9950371,0), (float)0.8, (float)0.2, (float)0, deltaTime_a, - (float)1, (float)0, float4(0.09950372,0.9950371,0,-1.990074));\n\t\t\t}\n\t\t\tColorOverLife_267AB(age, - lifetime, /*inout */color, gradient_c);\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x62C0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xB1C0) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0xC580) << 2,asuint(color));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x11480) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x4F00) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x62C0) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xB1C0) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC580) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,-9.81,0), - deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, float3(0,-2,0), float3(0.09950372,0.9950371,0), - (float)0.8, (float)0.2, (float)0, deltaTime_a, (float)1, (float)0, float4(0.09950372,0.9950371,0,-1.990074));\n\t\t}\n\t\tColorOverLife_267AB(age, - lifetime, /*inout */color, gradient_c);\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x62C0) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0xB1C0) << - 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xC580) << 2,asuint(color));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x11480) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS 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 - 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\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.3;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.3;\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\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\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);\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\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion 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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.3;\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\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\n\t\t#ifndef - USE_ALPHA_TEST\n\t\t\t\tclip(alpha - 1e-5);\n\t\t#endif\n\t\t\n\t\t\t\treturn - 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Geometry\" \"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_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define TARGET_FROM_ATTRIBUTES - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\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 and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_CAC29747(inout float3 position, float3 - Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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 + 0x11480) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc - (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective float pixelOffset : TEXCOORD0; - // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_CAC29747(inout float3 position, float3 - Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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 + 0x11480) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc - (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t\t\t\n\t\t\n\t\t\t\n\t\t// - Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_CAC29747(inout float3 position, float3 - Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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 + 0x11480) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x62C0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\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 - targetPosition = float3(0,0,0);\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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc - (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS);\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn - 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[System 1]Point Output' - source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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#undef VFX_VARYING_COLOR // - Not used\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\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 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc + (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - 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\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\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 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc + (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.x\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t\n\t\t\n\t\t\n\t\t// - Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\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 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc + (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn - 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define - VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_z = position[0];\n\t\t\t\t float tmp_ba = position[1];\n\t\t\t\t - \ float tmp_bc = position[2];\n\t\t\t\t float tmp_bd = (float)6 + tmp_bc;\n\t\t\t\t - \ float tmp_bf = tmp_bd - (float)9;\n\t\t\t\t float3 tmp_bg = float3(tmp_z, - tmp_ba, tmp_bf);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t// - Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion 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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x11480) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x11480) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC580) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_z = position[0];\n\t\t\t\t float tmp_ba = position[1];\n\t\t\t\t - \ float tmp_bc = position[2];\n\t\t\t\t float tmp_bd = (float)6 + tmp_bc;\n\t\t\t\t - \ float tmp_bf = tmp_bd - (float)9;\n\t\t\t\t float3 tmp_bg = float3(tmp_z, - tmp_ba, tmp_bf);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS, - posWS, normalWS);\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\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 - 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 14 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 16 - data[0]: 7 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 21 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 25 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 6 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 31 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 33 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 37 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 38 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 39 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 42 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 45 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 9 - valueIndex: 48 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 1000 - - m_ExpressionIndex: 1 - m_Value: 6.29 - - m_ExpressionIndex: 2 - m_Value: 1 - - m_ExpressionIndex: 3 - m_Value: 0.5 - - m_ExpressionIndex: 4 - m_Value: 6 - - m_ExpressionIndex: 5 - m_Value: 9 - - m_ExpressionIndex: 6 - m_Value: 2 - - m_ExpressionIndex: 11 - m_Value: 0.3 - - m_ExpressionIndex: 14 - m_Value: 0.8 - - m_ExpressionIndex: 19 - m_Value: 5 - - m_ExpressionIndex: 20 - m_Value: 0 - - m_ExpressionIndex: 21 - m_Value: 6.2831855 - - m_ExpressionIndex: 22 - m_Value: 0.2 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 8 - m_Value: {x: 0.5, y: 0.5, z: 0.5} - - m_ExpressionIndex: 9 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 15 - m_Value: {x: 0.09950372, y: 0.99503714, z: 0} - - m_ExpressionIndex: 16 - m_Value: {x: 0, y: -9.81, z: 0} - - m_ExpressionIndex: 23 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 26 - m_Value: {x: 12.022391, y: 3.7653685, z: 14.423418} - - m_ExpressionIndex: 27 - m_Value: {x: 4.885887, y: -1.3755774, z: 3.918522} - - m_ExpressionIndex: 28 - m_Value: {x: 0, y: -2, z: 0} + m_Array: [] m_Vector4f: - m_Array: - - m_ExpressionIndex: 13 - m_Value: {x: 0.09950372, y: 0.99503714, z: 0, w: -1.9900743} + m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 24 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: @@ -4776,198 +2770,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 7 - m_Value: - serializedVersion: 2 - key0: {r: 0.02799191, g: 0.17647058, b: 0, a: 1} - key1: {r: 0, g: 1, b: 0.54482746, a: 1} - key2: {r: 0, g: 1, b: 0.09019608, a: 0} - key3: {r: 1, g: 1, b: 1, a: 0} - key4: {r: 0.8206897, g: 1, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 31554 - ctime2: 42234 - ctime3: 56085 - ctime4: 65535 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 5 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 10 - m_Value: {fileID: 2800000, guid: d01d8874889eebc4ab0cde7f2b3309de, type: 3} - - m_ExpressionIndex: 18 - m_Value: {fileID: 0} - - m_ExpressionIndex: 25 - m_Value: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 75840 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 20224 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 25280 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 45504 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 50560 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 70784 - structure: 1 - element: 0 - capacity: 5056 - stride: 4 - - type: 1 - size: 75840 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 20224 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 25280 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 45504 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 50560 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 70784 - structure: 1 - element: 0 - capacity: 5056 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 5056 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 5056 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 5056 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 5056 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -4979,161 +2791,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - 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{fileID: 8926484042661614561} diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx index 9e117951169..9999a37380f 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx @@ -2031,8 +2031,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114772099345926572} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114818566889534690 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2600,862 +2602,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 09_AttributeMaps m_Graph: {fileID: 114811252617829750} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nTexture2D - attributeMap_a;\nSamplerState samplerattributeMap_a;\nTexture2D attributeMap_b;\nSamplerState - samplerattributeMap_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid AttributeFromMap_6F6C36D5(inout float3 position, - uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 - valueScale) /*attribute:position Composition:Overwrite SampleMode:RandomConstantPerParticle - channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width, - height);\n uint count = width * height;\n uint id = FIXED_RAND(Seed) * - count;\n uint y = id / width;\n uint x = id - y * width;\n float3 value - = (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias) - * valueScale;\n position = value;\n}\nvoid AttributeFromMap_9AACC55(inout - float3 color, uint particleId, VFXSampler2D attributeMap, uint Seed, float3 - valueBias, float3 valueScale) /*attribute:color Composition:Overwrite SampleMode:RandomConstantPerParticle - channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width, - height);\n uint count = width * height;\n uint id = FIXED_RAND(Seed) * - count;\n uint y = id / width;\n uint x = id - y * width;\n float3 value - = (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias) - * valueScale;\n color = value;\n}\nvoid SetAttribute_F01429A3(inout float - lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint particleId = (uint)0;\n float3 color = - float3(1,1,1);\n float lifetime = (float)1;\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n AttributeFromMap_6F6C36D5( - /*inout */position, particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), - (uint)0, float3(-0.5,0,0), float3(1,1,1));\n }\n {\n AttributeFromMap_9AACC55( - /*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), - (uint)0, float3(0,0,0), float3(1,1,1));\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)4, (float)5);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x75400) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0xAFE00) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0xBE880) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x75400) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0xAFE00) - << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xBE880) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState - samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D - VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, - float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative - ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value - = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value - * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xAFE00) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0xBE880) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 - + 0x4) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_bb = position[0];\n\t\t\t - \ float tmp_bc = ceil(tmp_bb);\n\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t - \ float tmp_bg = min(tmp_be, (float)1);\n\t\t\t VectorFieldForce_267A9( - /*inout */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), - float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), - tmp_bg, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xBE880) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0xAFE00) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xBE880) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x8 + 0x4) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_bb = position[0];\n\t\t - \ float tmp_bc = ceil(tmp_bb);\n\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t - \ float tmp_bg = min(tmp_be, (float)1);\n\t\t VectorFieldForce_267A9( /*inout - */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), - float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), - tmp_bg, (float)1, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xBE880) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t - \ float gradient_a;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - attributeMap_d;\n\t\tSamplerState samplerattributeMap_d;\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 - 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\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 - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\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 - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - AttributeFromMap_9AD2927(inout float3 color, VFXSampler2D attributeMap, float2 - SamplePosition, float LOD, float blend, float3 valueBias, float3 valueScale) - /*attribute:color Composition:Blend SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s, - SamplePosition, LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t - \ color = lerp(color,value,blend);\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\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x75400) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xAFE00) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\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 + 0x3) << 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\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x75400) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xAFE00) << 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 - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_a);\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_ba - = position[0];\n\t\t\t\t float tmp_bb = position[1];\n\t\t\t\t float2 - tmp_bc = float2(tmp_ba, tmp_bb);\n\t\t\t\t float2 tmp_be = tmp_bc - float2(-4,-4);\n\t\t\t\t - \ float2 tmp_bg = tmp_be / float2(8,8);\n\t\t\t\t float tmp_bi = ceil(tmp_ba);\n\t\t\t\t - \ float tmp_bj = max(tmp_bi, (float)0);\n\t\t\t\t float tmp_bl = min(tmp_bj, - (float)1);\n\t\t\t\t AttributeFromMap_9AD2927( /*inout */color, GetVFXSampler(attributeMap_d, - samplerattributeMap_d), tmp_bg, (float)0, tmp_bl, float3(0,0,0), float3(1,1,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\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 - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - AttributeFromMap_9AD2927(inout float3 color, VFXSampler2D attributeMap, float2 - SamplePosition, float LOD, float blend, float3 valueBias, float3 valueScale) - /*attribute:color Composition:Blend SampleMode:Sample2DLOD channels:XYZ */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s, - SamplePosition, LOD);\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t - \ color = lerp(color,value,blend);\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\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x75400) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xAFE00) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\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 + 0x3) << 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\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x75400) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xAFE00) << 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 - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_a);\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_ba - = position[0];\n\t\t\t\t float tmp_bb = position[1];\n\t\t\t\t float2 - tmp_bc = float2(tmp_ba, tmp_bb);\n\t\t\t\t float2 tmp_be = tmp_bc - float2(-4,-4);\n\t\t\t\t - \ float2 tmp_bg = tmp_be / float2(8,8);\n\t\t\t\t float tmp_bi = ceil(tmp_ba);\n\t\t\t\t - \ float tmp_bj = max(tmp_bi, (float)0);\n\t\t\t\t float tmp_bl = min(tmp_bj, - (float)1);\n\t\t\t\t AttributeFromMap_9AD2927( /*inout */color, GetVFXSampler(attributeMap_d, - samplerattributeMap_d), tmp_bg, (float)0, tmp_bl, float3(0,0,0), float3(1,1,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 10 - data[0]: 3 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 6 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - - op: 1 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - - op: 1 - valueIndex: 45 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 46 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 47 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 50 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 51 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 54 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 57 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 58 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 59 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 62 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 65 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 9 - - op: 1 - valueIndex: 66 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 0 - - m_ExpressionIndex: 4 - m_Value: 1 - - m_ExpressionIndex: 5 - m_Value: 12345 - - m_ExpressionIndex: 7 - m_Value: 0.1 - - m_ExpressionIndex: 11 - m_Value: 0.5 - - m_ExpressionIndex: 13 - m_Value: 5 - - m_ExpressionIndex: 14 - m_Value: 4 + m_Array: [] m_Vector2f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: {x: -4, y: -4} - - m_ExpressionIndex: 2 - m_Value: {x: 8, y: 8} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 15 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 18 - m_Value: {x: -0.5, y: 0, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 8.35945, y: 14.195846, z: 10.333128} - - m_ExpressionIndex: 22 - m_Value: {x: 1.1783586, y: 0.49520922, z: 3.5682642} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 19 - m_Value: 0 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: - m_Array: - - m_ExpressionIndex: 10 - m_Value: - e00: 2 - e01: 0 - e02: 0 - e03: 0 - e10: 0 - e11: 2 - e12: 0 - e13: 0 - e20: 0 - e21: 0 - e22: 2 - e23: 0 - e30: 0 - e31: 0 - e32: 0 - e33: 1 - - m_ExpressionIndex: 12 - m_Value: - e00: 0.5 - e01: 0 - e02: 0 - e03: 0 - e10: 0 - e11: 0.5 - e12: 0 - e13: 0 - e20: 0 - e21: 0 - e22: 0.5 - e23: 0 - e30: 0 - e31: 0 - e32: 0 - e33: 1 + m_Array: [] m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 3 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 1, b: 1, a: 0} - key1: {r: 1, g: 1, b: 1, a: 1} - key2: {r: 0, g: 0, b: 0, a: 0} - key3: {r: 0, g: 0, b: 0, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 65535 - ctime2: 0 - ctime3: 0 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 8716 - atime2: 65535 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 2 - m_NumAlphaKeys: 3 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 6 - m_Value: {fileID: 2800000, guid: 7a371224af202974e93f00c4f5a8eb38, type: 3} - - m_ExpressionIndex: 16 - m_Value: {fileID: 2800002, guid: 344672ad4746f63439060a14774e4a9b, type: 3} - - m_ExpressionIndex: 20 - m_Value: {fileID: 2800000, guid: 344672ad4746f63439060a14774e4a9b, type: 3} - - m_ExpressionIndex: 23 - m_Value: {fileID: 11700000, guid: 8ee031b62b352354291bb6d90f96c44f, type: 2} - - m_ExpressionIndex: 24 - m_Value: {fileID: 2800000, guid: 039eecbca64d7d746baf0dd7d360fe32, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 1020544 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - - name: color - type: 3 - offset: - bucket: 480256 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 720384 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 780416 - structure: 4 - element: 0 - capacity: 60032 - stride: 4 - - type: 1 - size: 1020544 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - - name: color - type: 3 - offset: - bucket: 480256 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 720384 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 780416 - structure: 4 - element: 0 - capacity: 60032 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 60032 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -3467,101 +2648,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 5 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 60032 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 22 - - nameId: bounds_size - index: 21 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: attributeMap_a - index: 20 - - nameId: attributeMap_b - index: 16 - params: - - nameId: bounds_center - index: 22 - - nameId: bounds_size - index: 21 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 9 - - nameId: VectorField_a - index: 23 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: gradient_a - index: 8 - - nameId: attributeMap_d - index: 6 - - nameId: mainTexture - index: 24 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614529 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx index 07145c600db..239f52845d7 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx @@ -439,8 +439,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114536869109811212} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114487384224968284 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1159,387 +1161,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 09_PointCache m_Graph: {fileID: 114433451267638588} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nTexture2D - attributeMap_a;\nSamplerState samplerattributeMap_a;\nTexture2D attributeMap_b;\nSamplerState - samplerattributeMap_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid AttributeFromMap_6F6C3099(inout float3 position, - uint particleId, VFXSampler2D attributeMap, float3 valueBias, float3 valueScale) - /*attribute:position Composition:Overwrite SampleMode:Sequential channels:XYZ - */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width, - height);\n uint count = width * height;\n uint id = particleId % count;\n - \ uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x, - y, 0));\n value = (value + valueBias) * valueScale;\n position = value;\n}\nvoid - AttributeFromMap_9AAC619(inout float3 color, uint particleId, VFXSampler2D attributeMap, - float3 valueBias, float3 valueScale) /*attribute:color Composition:Overwrite - SampleMode:Sequential channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width, - height);\n uint count = width * height;\n uint id = particleId % count;\n - \ uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x, - y, 0));\n value = (value + valueBias) * valueScale;\n color = value;\n}\nvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\nvoid SetAttribute_3278B229(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n size = Size;\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint particleId = (uint)0;\n float3 color = - float3(1,1,1);\n float size = (float)0.1;\n float lifetime = (float)1;\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n AttributeFromMap_6F6C3099( /*inout */position, - particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), float3(0,0,0), - float3(60,60,60));\n }\n {\n AttributeFromMap_9AAC619( - /*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), - float3(0,0,0), float3(2,2,6));\n }\n {\n float3 tmp_x - = mul(float4x4(-1,0,0,0,0,5.960464E-08,0.9999999,0,0,-0.9999999,5.960464E-08,0,0,0,0,1), - float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position, - tmp_x);\n }\n {\n SetAttribute_3278B229( /*inout */size, - (float)0.04);\n }\n {\n SetAttribute_F0142CB9( /*inout - */lifetime, (float)0.5);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x4000) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0x4003) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x1 + 0x8000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x1 + 0x9000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x4000) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x4 + 0x4003) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + 0x8000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x9000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x9000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x8000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x9000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x8000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x9000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0xA000) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x9000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0xA000) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4003) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x9000) << 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\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 + 0x9000) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4003) << 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\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\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 23 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 24 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 31 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 33 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 35 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 4096 - - m_ExpressionIndex: 8 - m_Value: 0.04 - - m_ExpressionIndex: 9 - m_Value: 0.5 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 3 - m_Value: {x: 100, y: 100, z: 100} - - m_ExpressionIndex: 5 - m_Value: {x: 60, y: 60, z: 60} - - m_ExpressionIndex: 7 - m_Value: {x: 2, y: 2, z: 6} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -1547,190 +1182,20 @@ VisualEffectResource: m_Int: m_Array: [] m_Matrix4x4f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: - e00: -1 - e01: -0 - e02: 0 - e03: 0 - e10: -0 - e11: 0.000000059604645 - e12: 0.99999994 - e13: 0 - e20: 0 - e21: -0.99999994 - e22: 0.000000059604645 - e23: 0 - e30: 0 - e31: 0 - e32: 0 - e33: 1 + m_Array: [] m_AnimationCurve: m_Array: [] m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 4 - m_Value: {fileID: 2800000, guid: 144c5ace10d5fda4dbbfc02babe3a48c, type: 3} - - m_ExpressionIndex: 6 - m_Value: {fileID: 2800004, guid: 144c5ace10d5fda4dbbfc02babe3a48c, type: 3} - - m_ExpressionIndex: 11 - m_Value: {fileID: 2800000, guid: 5ceaa7e8c870050468a8ee450cec2fee, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 45056 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 16384 - structure: 4 - element: 0 - - name: size - type: 1 - offset: - bucket: 16384 - structure: 4 - element: 3 - - name: lifetime - type: 1 - offset: - bucket: 32768 - structure: 1 - element: 0 - - name: alive - type: 17 - offset: - bucket: 36864 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 1 - element: 0 - capacity: 4096 - stride: 4 - - type: 1 - size: 45056 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 16384 - structure: 4 - element: 0 - - name: size - type: 1 - offset: - bucket: 16384 - structure: 4 - element: 3 - - name: lifetime - type: 1 - offset: - bucket: 32768 - structure: 1 - element: 0 - - name: alive - type: 17 - offset: - bucket: 36864 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 1 - element: 0 - capacity: 4096 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 4096 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 4096 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1742,126 +1207,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 1 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 2 - - nameId: bounds_size - index: 3 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: attributeMap_a - index: 4 - - nameId: attributeMap_b - index: 6 - params: - - nameId: bounds_center - index: 2 - - nameId: bounds_size - index: 3 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 10 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 12 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 11 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614576 MonoBehaviour: m_ObjectHideFlags: 0 @@ -2232,7 +1578,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614589} + - {fileID: 8926484042661614636} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -2240,143 +1586,6 @@ MonoBehaviour: Source: 0 Random: 0 channels: 6 ---- !u!114 &8926484042661614589 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 8926484042661614590} - - {fileID: 8926484042661614591} - - {fileID: 8926484042661614592} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614589} - m_MasterData: - m_Owner: {fileID: 8926484042661614588} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: - 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m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614589} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614589} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &8926484042661614593 MonoBehaviour: m_ObjectHideFlags: 0 @@ -3091,7 +2300,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 8926484042661614589} + - {fileID: 8926484042661614636} --- !u!114 &8926484042661614613 MonoBehaviour: m_ObjectHideFlags: 0 @@ -3490,3 +2699,180 @@ MonoBehaviour: m_Direction: 1 m_LinkedSlots: - {fileID: 8926484042661614577} +--- !u!114 &8926484042661614636 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - 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{fileID: 114399298363440684} - m_exposedName: New ArcTorus - m_exposed: 0 + m_ExposedName: New ArcTorus + m_Exposed: 0 m_Order: 1 m_Category: m_Min: @@ -282,6 +282,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -400,8 +401,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114254234442900398} - m_exposedName: exposedName - m_exposed: 0 + m_ExposedName: exposedName + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -412,6 +413,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -1280,8 +1282,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114122176787737298} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114289784168657994 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2614,25 +2618,6 @@ MonoBehaviour: preRefraction: 0 primitiveType: 1 useGeometryShader: 0 ---- !u!114 &114525697863307994 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: dd023f92c379f8b4daa3799f524ec9e6, type: 3} - m_Name: VFXDataSpawnEvent - m_EditorClassIdentifier: - m_GeneratorAsset: {fileID: 0} - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_Owners: - - {fileID: 114807708026722858} --- !u!114 &114528267654232756 MonoBehaviour: m_ObjectHideFlags: 1 @@ -5313,908 +5298,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 10_SortPriority m_Graph: {fileID: 114285473855931844} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionTorus_0(inout - float3 position, inout uint seed, inout float3 direction, float3 Torus_center, - float Torus_majorRadius, float Torus_minorRadius, float Torus_arc, float volumeFactor, - float r) /*positionMode:Surface spawnMode:Randomized */\n{\n float3 u = RAND3;float - arc = Torus_arc;\n float R = sqrt(volumeFactor + (1.0f - volumeFactor) * - u.z);\n \n float sinTheta,cosTheta;\n sincos(u.x * UNITY_TWO_PI,sinTheta,cosTheta);\n - \ \n float2 s1_1 = R * r * float2(cosTheta, sinTheta) + float2(1,0);\n - \ float2 s1_2 = R * r * float2(-cosTheta, sinTheta) + float2(1,0);\n float - w = s1_1.x / (s1_1.x + s1_2.x);\n \n float3 t;\n float phi;\n if - (u.y < w)\n {\n phi = arc * u.y / w;\n t = float3(s1_1.x, 0, - s1_1.y);\n }\n else\n {\n phi = arc * (u.y - w) / (1.0f - w);\n - \ t = float3(s1_2.x, 0, s1_2.y);\n }\n \n float s,c;\n sincos(phi,c,s);\n - \ float3 t2 = float3(c * t.x - s * t.y,c * t.y + s * t.x,t.z);\n \n position - += Torus_center + Torus_majorRadius * t2;\n direction = t2;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionTorus_0( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)0.8, - (float)0.3, (float)6.283185, (float)1, (float)0.375);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2740) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xC440) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0xEB80) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2740) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0xEB80) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0xEB80) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xEB80) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0xC440) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0xEB80) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0xC440) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0xEB80) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_0(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)1, - (float)6.283185, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2740) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xEB80) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2740) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0xC440) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0xEB80) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0xEB80) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xEB80) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0xC440) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0xEB80) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0xC440) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0xEB80) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,1,0));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_0(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Surface - spawnMode:Randomized */\n{\n \n float areaXY = max(Box_size.x * Box_size.y, - VFX_EPSILON);\n float areaXZ = max(Box_size.x * Box_size.z, VFX_EPSILON);\n - \ float areaYZ = max(Box_size.y * Box_size.z, VFX_EPSILON);\n \n float - face = RAND * (areaXY + areaXZ + areaYZ);\n float flip = (RAND >= 0.5f) ? - 0.5f : -0.5f;\n float3 cube = float3(RAND2 - 0.5f, flip);\n \n if (face - < areaXY)\n cube = cube.xyz;\n else if(face < areaXY + areaXZ)\n cube - = cube.xzy;\n else\n cube = cube.zxy;\n \n position = cube * - Box_size + Box_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)1);\n }\n {\n PositionAABox_0( /*inout */position, - \ /*inout */seed, float3(0,0,0), float3(2,2,2));\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2740) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xC440) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0xEB80) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2740) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0xEB80) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0xEB80) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xEB80) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xC440) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0xC440) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0xEB80) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0xC440) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0xEB80) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC440) << 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 + 0x2740) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0,1));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 3]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2740) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 6 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 9 - valueIndex: 23 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 2 - m_Value: 10000 - - m_ExpressionIndex: 3 - m_Value: 1 - - m_ExpressionIndex: 4 - m_Value: 0.8 - - m_ExpressionIndex: 5 - m_Value: 0.3 - - m_ExpressionIndex: 6 - m_Value: 6.2831855 - - m_ExpressionIndex: 7 - m_Value: 0.375 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 1 - m_Value: {x: 2, y: 2, z: 2} - - m_ExpressionIndex: 8 - m_Value: {x: 1, y: 0, z: 0} - - m_ExpressionIndex: 11 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 12 - m_Value: {x: 0, y: 0, z: 1} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -6228,326 +5325,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 9 - m_Value: {fileID: 10300, guid: 0000000000000000f000000000000000, type: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 70288 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 10048 - 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float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity - = Velocity;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - 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(float)2);\n }\n {\n float3 tmp_w = mul(uniform_b, - float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position, - tmp_w);\n }\n SetAttribute_E629755( /*inout */velocity, Velocity_c);\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2C) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0xDC) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x18C) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x4 + 0xDF) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0xDC) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x18C) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 - + 0xDF) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2C) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xDC) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xDF) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-0.5,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xDC) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xDF) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x18C) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2C) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xDC) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x18C) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + - 0xDF) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,-0.5,0), - deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 - + 0xDC) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0x18C) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0xDF) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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_WORLD_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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 + 0x2C) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 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 + 0x2C) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)0.03);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity - = Velocity;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n float3 velocity - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_CAC29747( /*inout - */position, float3(0,0,0));\n }\n {\n SetAttribute_E629755( - /*inout */velocity, float3(0,0.3,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0xDC) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x18C) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x4 + 0xDF) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2C) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0xDC) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x18C) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0xDF) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2C) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xDC) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xDF) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-0.5,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xDC) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xDF) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x18C) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2C) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xDC) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x18C) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + - 0xDF) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,-0.5,0), - deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x4 + 0x2C) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 - + 0xDC) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0x18C) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0xDF) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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 + 0x2C) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18C) << 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 + 0x2C) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,1,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)0.03);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2C) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2C) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 9 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 44 - valueIndex: 19 - data[0]: 0 - data[1]: 1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 25 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 27 - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -542,2919 +544,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 11_SpaceBis m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_ED2BDC15(inout bool alive, bool - Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n alive = Alive;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n bool alive - = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_ED2BDC15( - /*inout */alive, (bool)true);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_ALIVE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_a;\n\t\t uint PADDING_0;\n\t\t float3 TargetPosition_b;\n\t\t - \ uint PADDING_1;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_2CF4000A(inout float3 - targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition = - TargetPosition;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 + 0x0) << 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 - = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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\tSetAttribute_CAC29747( - /*inout */position, Position_a);\n\t\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - TargetPosition_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, - float3(0.9622642,0.5217537,0.1043966));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\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_PARTICLEID_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 uniform_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n uint particleId - = (uint)0;\n bool alive = (bool)true;\n float age = (float)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n uint tmp_w = particleId / (uint)2;\n uint - tmp_x = tmp_w * (uint)2;\n uint tmp_y = particleId - tmp_x;\n float - tmp_z = (float)tmp_y;\n bool tmp_bb = tmp_z == (float)0;\n float3 - tmp_bc = tmp_bb ? uniform_b : uniform_b;\n SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x2 + 0x280) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x281) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x200) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x2 + 0x280) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x281) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x200) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x281) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x280) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x280) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x281) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x280) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x281) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_d;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_545F0ED(inout float3 - color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\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 * 0x2 + 0x280) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(0.3679245,0.1593139,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_545F0ED( /*inout */color, float3(0.03,0.03,0.03));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_d);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n SetAttribute_CAC29747( - /*inout */position, Position_a);\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x2 + 0x280) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x281) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x200) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x2 + 0x280) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x281) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x200) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x281) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x280) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x280) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x281) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x280) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x281) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Quad Output' - source: "Shader \"Hidden/VFX/System 5/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_d;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_545F0ED(inout float3 - color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x280) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\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 * 0x2 + 0x280) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x281) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(0,0.1856165,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(0.03,0.03,0.03));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_d);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 6]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_ED2BDC15(inout bool alive, bool - Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n alive = Alive;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n bool alive - = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_ED2BDC15( - /*inout */alive, (bool)true);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 6]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 6]Line Output' - source: "Shader \"Hidden/VFX/System 6/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_ALIVE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_a;\n\t\t uint PADDING_0;\n\t\t float3 TargetPosition_b;\n\t\t - \ uint PADDING_1;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_2CF4000A(inout float3 - targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition = - TargetPosition;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 + 0x0) << 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 - = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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\tSetAttribute_CAC29747( - /*inout */position, Position_a);\n\t\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - TargetPosition_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, - float3(0,0.2340331,1));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 7]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_b;\n uint PADDING_0;\n float3 TargetPosition_c;\n - \ uint PADDING_1;\nCBUFFER_END\nAppendStructuredBuffer eventListOut_a;\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_E50CF182(inout float3 oldPosition, float3 OldPosition) /*attribute:oldPosition - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n oldPosition - = OldPosition;\n}\nvoid SetAttribute_CAC29747(inout float3 position, float3 - Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_2CF4000A(inout - float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid - GPUEventAlways(inout uint eventCount, uint count)\n{\n eventCount = count;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4) << 2));\n\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x14) << 2));\n\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x18) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tSetAttribute_E50CF182( - /*inout */oldPosition, position);\n\t\t\tSetAttribute_CAC29747( /*inout */position, - Position_b);\n\t\t\tSetAttribute_2CF4000A( /*inout */targetPosition, TargetPosition_c);\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x4) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x14) << 2,asuint(oldPosition));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x18) << 2,asuint(targetPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor (uint i = 0; i < - eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4) << 2));\n\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x14) << 2));\n\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x18) << 2));\n\t\tuint - eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tSetAttribute_E50CF182( /*inout */oldPosition, - position);\n\t\tSetAttribute_CAC29747( /*inout */position, Position_b);\n\t\tSetAttribute_2CF4000A( - /*inout */targetPosition, TargetPosition_c);\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\n\t\tattributeBuffer.Store3((index * 0x4 + 0x4) << - 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x14) << 2,asuint(oldPosition));\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x18) << 2,asuint(targetPosition));\n\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 7]Line Output' - source: "Shader \"Hidden/VFX/System 7/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\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_ALIVE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_OLDPOSITION_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x14) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x18) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\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 + 0x0) << 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 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - oldPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x14) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x18) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\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 - \ float tmp_j = oldPosition[0];\n\t\t\t\t bool tmp_l = tmp_j == (float)0;\n\t\t\t\t - \ float tmp_n = tmp_l ? (float)0 : (float)0.01;\n\t\t\t\t float3 tmp_o - = float3((float)0.1254704, (float)1, tmp_n);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_o);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 8]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_OLDPOSITION_SOURCE - 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC02F9E(inout - float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source - Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_2CF4000A(inout - float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float lifetime = (float)1;\n float3 position = float3(0,0,0);\n - \ float3 targetPosition = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x4) << 2));\n float3 oldPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x8 + 0x14) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)160);\n }\n {\n float3 tmp_i - = position_source;\n SetAttribute_CAC02F9E( /*inout */position, tmp_i);\n - \ }\n {\n float3 tmp_i = oldPosition_source;\n SetAttribute_2CF4000A( - /*inout */targetPosition, tmp_i);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x8 + 0x80000) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x8 + 0x80004) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x1 + 0x480000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x500000) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x80000) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x80004) - << 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x1 + - 0x480000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0x500000) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 8]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x480000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x500000) << 2));\n\t\t\tfloat3 position_source = float3(0,0,0);\n\t\t\tfloat3 - oldPosition_source = float3(0,0,0);\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x500000) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x480000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x480000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x500000) << 2));\n\t\tfloat3 position_source = float3(0,0,0);\n\t\tfloat3 - oldPosition_source = float3(0,0,0);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x480000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x500000) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 8]Line Output' - source: "Shader \"Hidden/VFX/System 8/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x80004) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x480000) << 2));\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 oldPosition_source = float3(0,0,0);\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 + 0x480000) << 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 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x80004) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - position_source = position;\n\t\t\t\t\t\tfloat3 oldPosition_source = float3(0,0,0);\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1254704,1,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 7]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_OLDPOSITION_CURRENT 1\n#define - VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_ED2BDC15(inout bool alive, bool - Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n alive = Alive;\n}\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n bool alive - = (bool)true;\n float3 position = float3(0,0,0);\n float3 oldPosition - = float3(0,0,0);\n float3 targetPosition = float3(0,0,0);\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_ED2BDC15( /*inout */alive, (bool)true);\n - \ }\n SetAttribute_CAC29747( /*inout */position, Position_b);\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,uint(alive));\n attributeBuffer.Store3((index - * 0x4 + 0x4) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x8 + 0x14) << 2,asuint(oldPosition));\n attributeBuffer.Store3((index - * 0x8 + 0x18) << 2,asuint(targetPosition));\n \n\n }\n#else\n - \ uint index = particleIndex;\n attributeBuffer.Store((index * - 0x1 + 0x0) << 2,uint(alive));\n attributeBuffer.Store3((index * 0x4 + - 0x4) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + - 0x14) << 2,asuint(oldPosition));\n attributeBuffer.Store3((index * 0x8 - + 0x18) << 2,asuint(targetPosition));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 10]Initialize' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n SetAttribute_CAC29747( - /*inout */position, Position_a);\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x800) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x2 + 0xA00) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0xA01) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x800) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x2 + 0xA00) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0xA01) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 10]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xA00) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x800) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA01) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xA01) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xA00) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x800) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0xA00) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0xA01) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0xA00) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0xA01) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 10]Quad Output' - source: "Shader \"Hidden/VFX/System 10/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_d;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_545F0ED(inout float3 - color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xA00) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA01) << 2));\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 * 0x2 + 0xA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(1,1,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(0.06,0.06,0.06));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.25);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - 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- {fileID: 8926484042661616229} ---- !u!114 &8926484042661616726 + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616786 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -34534,12 +31411,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616725} + m_Parent: {fileID: 8926484042661616785} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616725} + m_MasterSlot: {fileID: 8926484042661616784} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -34553,9 +31430,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 + m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616727 +--- !u!114 &8926484042661616787 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -34567,12 +31444,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - 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PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114963357400212326 MonoBehaviour: m_ObjectHideFlags: 1 @@ -10182,39 +8577,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114999703438921194 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114236751398584946} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114236751398584946} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -10223,1242 +8585,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 11_Space_Automatic m_Graph: {fileID: 114002723665280944} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed, - inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.03,-0.03,-0.03), float3(0.03,0.03,0.03));\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ {\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, float3(0,0,0), (float)0.02, (float)6.283185, (float)1);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n \n\n - \ }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * - 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * - 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x4 + 0xA3) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + - 0x3) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0xA3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-0.5,0.5,0));\n\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 SetAttribute_FDD06EC7( - /*inout */color, float3(1,0.8892393,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_c;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed, - inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.03,-0.03,-0.03), float3(0.03,0.03,0.03));\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ {\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, ArcSphere_sphere_center_c, (float)0.02, (float)6.283185, - (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x4 + 0x3) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0xA3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0.5,0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0.5491538));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Force_a;\n float deltaTime_a;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tGravity( - /*inout */velocity, Force_a, deltaTime_a);\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0xA3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tGravity( - /*inout */velocity, Force_a, deltaTime_a);\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed, - inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.03,-0.03,-0.03), float3(0.03,0.03,0.03));\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ {\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, float3(0,0,0), (float)0.02, (float)6.283185, (float)1);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n \n\n - \ }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * - 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * - 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x4 + 0xA3) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + - 0x3) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0.5,-0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0.1776958,1));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Force_a;\n float deltaTime_a;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tGravity( - /*inout */velocity, Force_a, deltaTime_a);\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0xA3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tGravity( - /*inout */velocity, Force_a, deltaTime_a);\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_c;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed, - inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.03,-0.03,-0.03), float3(0.03,0.03,0.03));\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ {\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, ArcSphere_sphere_center_c, (float)0.02, (float)6.283185, - (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x4 + 0x3) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0xA3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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\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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 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 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-0.5,-0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,1,0.2914925));\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0xA3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0xA3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - 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1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_c;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - 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age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)5);\n }\n {\n SetAttribute_D5151645( - /*inout */scaleY, (float)2);\n }\n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, ArcSphere_sphere_center_c, - (float)1, (float)6.283185, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x103) << 2,asuint(scaleY));\n attributeBuffer.Store3((index - * 0x4 + 0x100) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x7 + 0x500) << 2,asuint(pivotX));\n attributeBuffer.Store((index - * 0x7 + 0x501) << 2,asuint(pivotY));\n attributeBuffer.Store((index - * 0x7 + 0x502) << 2,asuint(pivotZ));\n attributeBuffer.Store((index - * 0x7 + 0x503) << 2,asuint(angleX));\n attributeBuffer.Store((index - * 0x7 + 0x504) << 2,asuint(angleY));\n attributeBuffer.Store((index - * 0x7 + 0x505) << 2,asuint(angleZ));\n attributeBuffer.Store((index - * 0x7 + 0x506) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xC00) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x103) << - 2,asuint(scaleY));\n attributeBuffer.Store3((index * 0x4 + 0x100) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x7 + 0x500) << - 2,asuint(pivotX));\n attributeBuffer.Store((index * 0x7 + 0x501) << 2,asuint(pivotY));\n - \ attributeBuffer.Store((index * 0x7 + 0x502) << 2,asuint(pivotZ));\n - \ attributeBuffer.Store((index * 0x7 + 0x503) << 2,asuint(angleX));\n - \ attributeBuffer.Store((index * 0x7 + 0x504) << 2,asuint(angleY));\n - \ attributeBuffer.Store((index * 0x7 + 0x505) << 2,asuint(angleZ));\n - \ attributeBuffer.Store((index * 0x7 + 0x506) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xC00) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define - VFX_USE_PIVOTZ_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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Pivot_a;\n float Angle_c;\n float Angle_d;\n float Angle_e;\n - \ float deltaTime_f;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n pivotX = Pivot.x;\n pivotY = Pivot.y;\n pivotZ - = Pivot.z;\n}\nvoid SetAttribute_5E69471A(inout float pivotX, inout float pivotY, - inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n pivotX *= Pivot.x;\n pivotY *= Pivot.y;\n - \ pivotZ *= Pivot.z;\n}\nvoid SetAttribute_44ECFDE4(inout float angleX, float - Angle) /*attribute:angle Composition:Add Source:Slot Random:Off channels:X */\n{\n - \ angleX += Angle.x;\n}\nvoid SetAttribute_44ECFDE5(inout float angleY, float - Angle) /*attribute:angle Composition:Add Source:Slot Random:Off channels:Y */\n{\n - \ angleY += Angle.x;\n}\nvoid SetAttribute_44ECFDE6(inout float angleZ, float - Angle) /*attribute:angle Composition:Add Source:Slot Random:Off channels:Z */\n{\n - \ angleZ += Angle.x;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x7 + 0x506) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat pivotX - = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\tfloat pivotY - = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\tfloat pivotZ - = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\tfloat angleX - = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\tfloat angleY - = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\tfloat angleZ - = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0xC00) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tSetAttribute_65DEC940( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, Pivot_a);\n\t\t\t{\n\t\t\t - \ SetAttribute_5E69471A( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0.5,0.5,0.5));\n\t\t\t}\n\t\t\tSetAttribute_44ECFDE4( /*inout */angleX, - Angle_c);\n\t\t\tSetAttribute_44ECFDE5( /*inout */angleY, Angle_d);\n\t\t\tSetAttribute_44ECFDE6( - /*inout */angleZ, Angle_e);\n\t\t\tAge( /*inout */age, deltaTime_f);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x7 + 0x500) << 2,asuint(pivotX));\n\t\t\t\tattributeBuffer.Store((index * - 0x7 + 0x501) << 2,asuint(pivotY));\n\t\t\t\tattributeBuffer.Store((index * 0x7 - + 0x502) << 2,asuint(pivotZ));\n\t\t\t\tattributeBuffer.Store((index * 0x7 + - 0x503) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x7 + 0x504) - << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x7 + 0x505) << - 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0xC00) << 2,asuint(age));\n\t\t\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x7 + 0x506) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat pivotX = asfloat(attributeBuffer.Load((index - * 0x7 + 0x500) << 2));\n\t\tfloat pivotY = asfloat(attributeBuffer.Load((index - * 0x7 + 0x501) << 2));\n\t\tfloat pivotZ = asfloat(attributeBuffer.Load((index - * 0x7 + 0x502) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index - * 0x7 + 0x503) << 2));\n\t\tfloat angleY = asfloat(attributeBuffer.Load((index - * 0x7 + 0x504) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x7 + 0x505) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x7 - + 0x506) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0xC00) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tSetAttribute_65DEC940( /*inout */pivotX, /*inout - */pivotY, /*inout */pivotZ, Pivot_a);\n\t\t{\n\t\t SetAttribute_5E69471A( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0.5,0.5,0.5));\n\t\t}\n\t\tSetAttribute_44ECFDE4( - /*inout */angleX, Angle_c);\n\t\tSetAttribute_44ECFDE5( /*inout */angleY, Angle_d);\n\t\tSetAttribute_44ECFDE6( - /*inout */angleZ, Angle_e);\n\t\tAge( /*inout */age, deltaTime_f);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x7 - + 0x500) << 2,asuint(pivotX));\n\t\tattributeBuffer.Store((index * 0x7 + 0x501) - << 2,asuint(pivotY));\n\t\tattributeBuffer.Store((index * 0x7 + 0x502) << 2,asuint(pivotZ));\n\t\tattributeBuffer.Store((index - * 0x7 + 0x503) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x7 - + 0x504) << 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x7 + 0x505) - << 2,asuint(angleZ));\n\t\tattributeBuffer.Store((index * 0x7 + 0x506) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x1 + 0xC00) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - 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_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_b;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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 - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid Orient_2(inout float3 axisX, inout - float3 axisY, inout float3 axisZ, float3 position, float3 Position) /*mode:LookAtPosition - */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = normalize(position - Position);\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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 - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( /*inout */axisX, /*inout */axisY, - \ /*inout */axisZ, position, Position_b);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid Orient_2(inout float3 axisX, inout - float3 axisY, inout float3 axisZ, float3 position, float3 Position) /*mode:LookAtPosition - */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = normalize(position - Position);\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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 - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( /*inout */axisX, /*inout */axisY, - \ /*inout */axisZ, position, Position_b);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x - = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst - float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst - float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, - \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst - float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 - vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) - + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst - float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor - = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id - & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4 - elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"AlphaTest\" \"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_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_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 - TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_c;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\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 - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\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 and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(1,0,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective float pixelOffset : TEXCOORD0; - // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(1,0,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"AlphaTest\" \"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_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_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 - TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_c;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\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 - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\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 and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,1,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0.5,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective float pixelOffset : TEXCOORD0; - // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,1,0));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0.5,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"AlphaTest\" \"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_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_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 - TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_c;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\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 - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\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 and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0,1));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0,1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective float pixelOffset : TEXCOORD0; - // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\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\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0,1));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0,1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - USE_ALPHA_TEST 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Position_a;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151645(inout - float scaleY, float Scale) /*attribute:scale Composition:Overwrite Source:Slot - Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_5E69471A(inout float - pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot - Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ pivotX *= Pivot.x;\n\t\t\t pivotY *= Pivot.y;\n\t\t\t pivotZ *= Pivot.z;\n\t\t\t}\n\t\t\tvoid - SetAttribute_DC8A9868(inout float scaleX, inout float scaleY, inout float scaleZ, - float3 Scale) /*attribute:scale Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t scaleX *= Scale.x;\n\t\t\t scaleY *= - Scale.y;\n\t\t\t scaleZ *= Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_a);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_z = scaleY / (float)2;\n\t\t\t\t SetAttribute_D5151645( /*inout - */scaleY, tmp_z);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = pivotY * - (float)2;\n\t\t\t\t float3 tmp_ba = float3(pivotX, tmp_z, pivotZ);\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_5E69471A( /*inout */pivotX, - \ /*inout */pivotY, /*inout */pivotZ, float3(2,2,2));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_DC8A9868( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, - float3(0.5,0.5,0.5));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.5;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151645(inout - float scaleY, float Scale) /*attribute:scale Composition:Overwrite Source:Slot - Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = Scale.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_5E69471A(inout float - pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot - Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ pivotX *= Pivot.x;\n\t\t\t pivotY *= Pivot.y;\n\t\t\t pivotZ *= Pivot.z;\n\t\t\t}\n\t\t\tvoid - SetAttribute_DC8A9868(inout float scaleX, inout float scaleY, inout float scaleZ, - float3 Scale) /*attribute:scale Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t scaleX *= Scale.x;\n\t\t\t scaleY *= - Scale.y;\n\t\t\t scaleZ *= Scale.z;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x7 + 0x506) << 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 scaleY - = asfloat(attributeBuffer.Load((index * 0x4 + 0x103) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat - pivotX = asfloat(attributeBuffer.Load((index * 0x7 + 0x500) << 2));\n\t\t\t\t\t\tfloat - pivotY = asfloat(attributeBuffer.Load((index * 0x7 + 0x501) << 2));\n\t\t\t\t\t\tfloat - pivotZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x502) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x7 + 0x503) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x7 + 0x504) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x7 + 0x505) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_a);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_z = scaleY / (float)2;\n\t\t\t\t SetAttribute_D5151645( /*inout - */scaleY, tmp_z);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = pivotY * - (float)2;\n\t\t\t\t float3 tmp_ba = float3(pivotX, tmp_z, pivotZ);\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_5E69471A( /*inout */pivotX, - \ /*inout */pivotY, /*inout */pivotZ, float3(2,2,2));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_DC8A9868( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, - float3(0.5,0.5,0.5));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.5;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 26 - valueIndex: 2 - data[0]: 1 - data[1]: 0 - data[2]: -1 - data[3]: 1 - - op: 12 - valueIndex: 3 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 13 - valueIndex: 6 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 7 - data[0]: 3 - data[1]: 4 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 9 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 6 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 26 - valueIndex: 31 - data[0]: 13 - data[1]: 10 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 33 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 37 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 26 - valueIndex: 40 - data[0]: 13 - data[1]: 8 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 41 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 44 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 47 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 48 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 51 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 54 - data[0]: 7 - data[1]: 6 - data[2]: 5 - data[3]: -1 - - op: 1 - valueIndex: 57 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 58 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 42 - valueIndex: 59 - data[0]: 11 - data[1]: 12 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 62 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 63 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 64 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 65 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 68 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 26 - valueIndex: 71 - data[0]: 13 - data[1]: 9 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 72 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 9 - - m_ExpressionIndex: 4 - m_Value: 2 - - m_ExpressionIndex: 5 - m_Value: 0 - - m_ExpressionIndex: 8 - m_Value: 330 - - m_ExpressionIndex: 9 - m_Value: 270 - - m_ExpressionIndex: 10 - m_Value: 300 - - m_ExpressionIndex: 15 - m_Value: 0.5 - - m_ExpressionIndex: 22 - m_Value: 50 - - m_ExpressionIndex: 26 - m_Value: 6.2831855 - - m_ExpressionIndex: 27 - m_Value: 1 - - m_ExpressionIndex: 29 - m_Value: 5 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 12 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 17 - m_Value: {x: 1, y: 0, z: 0} - - m_ExpressionIndex: 18 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: 0, y: 0.5, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 0, y: 0, z: 1} - - m_ExpressionIndex: 23 - m_Value: {x: 0.5, y: 0.5, z: 0.5} - - m_ExpressionIndex: 24 - m_Value: {x: 2, y: 2, z: 2} - - m_ExpressionIndex: 32 - m_Value: {x: 2.3968344, y: 2.3523898, z: 2.3015957} - - m_ExpressionIndex: 33 - m_Value: {x: 0.025396824, y: 0.02222228, z: 0.034921408} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 30 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: @@ -6324,211 +4684,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 16 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 35 - m_Value: {fileID: 2800000, guid: 039eecbca64d7d746baf0dd7d360fe32, type: 3} - - m_ExpressionIndex: 31 - m_Value: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 3328 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 256 - structure: 4 - element: 0 - - name: scaleY - type: 1 - offset: - bucket: 256 - structure: 4 - element: 3 - - name: pivotX - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 0 - - name: pivotY - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 1 - - name: pivotZ - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 2 - - name: angleX - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 3 - - name: angleY - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 4 - - name: angleZ - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 5 - - name: alive - type: 17 - offset: - bucket: 1280 - structure: 7 - element: 6 - - name: age - type: 1 - offset: - bucket: 3072 - structure: 1 - element: 0 - capacity: 256 - stride: 4 - - type: 1 - size: 3328 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 256 - structure: 4 - element: 0 - - name: scaleY - type: 1 - offset: - bucket: 256 - structure: 4 - element: 3 - - name: pivotX - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 0 - - name: pivotY - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 1 - - name: pivotZ - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 2 - - name: angleX - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 3 - - name: angleY - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 4 - - name: angleZ - type: 1 - offset: - bucket: 1280 - structure: 7 - element: 5 - - name: alive - type: 17 - offset: - bucket: 1280 - structure: 7 - element: 6 - - name: age - type: 1 - offset: - bucket: 3072 - structure: 1 - element: 0 - capacity: 256 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 256 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -6540,161 +4703,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 22 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 256 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 33 - - nameId: bounds_size - index: 32 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: ArcSphere_sphere_center_c - index: 28 - params: - - nameId: bounds_center - index: 33 - - nameId: bounds_size - index: 32 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: Pivot_a - index: 25 - - nameId: Angle_c - index: 34 - - nameId: Angle_d - index: 19 - - nameId: Angle_e - index: 14 - - nameId: deltaTime_f - index: 13 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Position_c - index: 28 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Position_c - index: 28 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Position_c - index: 28 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Position_a - index: 28 - - nameId: mainTexture - index: 35 - params: - - nameId: mesh - index: 31 - - nameId: subMeshMask - index: 30 - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Position_b - index: 28 - - nameId: mainTexture - index: 16 - params: - - nameId: sortPriority - index: -1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx index 88fcab87e14..846af1a7952 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx @@ -271,39 +271,6 @@ MonoBehaviour: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114043929064028208 -MonoBehaviour: - 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VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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 PositionSphere_0(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float - lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n float3 position = float3(0,0,0);\n uint seed - = (uint)0;\n float3 direction = float3(0,0,1);\n float lifetime - = (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,0.7,0));\n - \ }\n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, ArcSphere_sphere_center_b, (float)0.75, (float)6.283185, - (float)1);\n }\n {\n SetAttribute_F01429A3( /*inout - */lifetime, /*inout */seed, (float)0.5, (float)1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x4 + 0x3F00) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x7E00) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x1 + 0x8DC0) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x3F00) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x7E00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + 0x8DC0) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_MASS_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_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float3 - Sphere_center_b;\n float deltaTime_a;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState - samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D - VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, - float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative - ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value - = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value - * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\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 CollisionSphere_267A9(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Inverted - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n - \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x8DC0) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3F00) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x7E00) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout - */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), - InvFieldTransform_a, FieldTransform_a, (float)1, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_b, (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, - (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionSphere_267A9( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_b, - (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, (float)-1, (float)0);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x3F00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x8DC0) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3F00) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x7E00) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x8DC0) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_b, - (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ CollisionSphere_267A9( /*inout */position, /*inout */velocity, /*inout - */age, lifetime, Sphere_center_b, (float)0.75, (float)0, (float)0, (float)0, - deltaTime_a, (float)-1, (float)0);\n\t\t}\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x3F00) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x8DC0) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Decal Output' - source: "Shader \"Hidden/VFX/System 1/Decal Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_VELOCITY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT - 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define - VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define - VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float3 Position_e;\n\t\t float uniform_b;\n\t\t - \ float uniform_d;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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\tZWrite Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\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_ALPHA_TEST || USE_FLIPBOOK\n\t\t\t\t// - x: alpha threshold\n\t\t\t\t// y: texture index\n\t\t\t\tnointerpolation float2 - builtInInterpolants : TEXCOORD0;\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\tnointerpolation - float4 flipbookSize : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation - float4 viewToDecal0 : TEXCOORD2;\n\t\t\t\tnointerpolation float4 viewToDecal1 - : TEXCOORD3;\n\t\t\t\tnointerpolation float4 viewToDecal2 : TEXCOORD4;\n\t\t\t\t\n\t\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD5;\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_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#if USE_FLIPBOOK\n\t\t#define - VFX_VARYING_TEXINDEX builtInInterpolants.y\n\t\t#define VFX_VARYING_FLIPBOOKSIZE - flipbookSize.xy\n\t\t#define VFX_VARYING_INVFLIPBOOKSIZE flipbookSize.zw\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_D5151646(inout float scaleZ, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t scaleZ = Scale.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid Orient_2(inout float3 axisX, inout - float3 axisY, inout float3 axisZ, float3 position, float3 Position) /*mode:LookAtPosition - */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = normalize(position - Position);\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_6F3308BC(inout - float3 axisY, float3 AxisY) /*attribute:axisY Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t axisY = AxisY;\n\t\t\t}\n\t\t\tvoid - SetAttribute_37D0764D(inout float3 axisX, float3 AxisX) /*attribute:axisX Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t axisX = AxisX;\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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F00) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7E00) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x8DC0) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x8DC0) << 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 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F00) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7E00) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bc = age / lifetime;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t - \ float tmp_bg = min(tmp_be, (float)1);\n\t\t\t\t float4 tmp_bh = SampleGradient(uniform_b,tmp_bg);\n\t\t\t\t - \ float4 tmp_bi = SampleGradient(uniform_d,tmp_bg);\n\t\t\t\t float4 tmp_bj - = tmp_bi - tmp_bh;\n\t\t\t\t float4 tmp_bk = uniform_c * tmp_bj;\n\t\t\t\t - \ float4 tmp_bl = tmp_bh + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bl[0];\n\t\t\t\t - \ float tmp_bn = tmp_bl[1];\n\t\t\t\t float tmp_bo = tmp_bl[2];\n\t\t\t\t - \ float3 tmp_bp = float3(tmp_bm, tmp_bn, tmp_bo);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bp);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151646( - /*inout */scaleZ, (float)2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0,-1,-0.5));\n\t\t\t\t}\n\t\t\t\tOrient_2( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, Position_e);\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_bd = velocity * velocity;\n\t\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t\t - \ float tmp_bf = tmp_bd[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t - \ float tmp_bh = tmp_bd[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t - \ float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t\t float tmp_bl = (float)1 - / tmp_bk;\n\t\t\t\t float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t\t\t - \ float3 tmp_bn = velocity * tmp_bm;\n\t\t\t\t float3 tmp_bp = tmp_bn * - float3(-1,-1,-1);\n\t\t\t\t SetAttribute_6F3308BC( /*inout */axisY, tmp_bp);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_bd = velocity * velocity;\n\t\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t\t - \ float tmp_bf = tmp_bd[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t - \ float tmp_bh = tmp_bd[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t - \ float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t\t float tmp_bl = (float)1 - / tmp_bk;\n\t\t\t\t float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t\t\t - \ float3 tmp_bn = velocity * tmp_bm;\n\t\t\t\t float3 tmp_bp = tmp_bn * - float3(-1,-1,-1);\n\t\t\t\t float tmp_bq = tmp_bp[1];\n\t\t\t\t float - tmp_br = axisZ[2];\n\t\t\t\t float tmp_bs = tmp_bq * tmp_br;\n\t\t\t\t float - tmp_bt = tmp_bp[2];\n\t\t\t\t float tmp_bu = axisZ[1];\n\t\t\t\t float - tmp_bv = tmp_bt * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bs - tmp_bv;\n\t\t\t\t - \ float tmp_bx = axisZ[0];\n\t\t\t\t float tmp_by = tmp_bt * tmp_bx;\n\t\t\t\t - \ float tmp_bz = tmp_bp[0];\n\t\t\t\t float tmp_ca = tmp_bz * tmp_br;\n\t\t\t\t - \ float tmp_cb = tmp_by - tmp_ca;\n\t\t\t\t float tmp_cc = tmp_bz * tmp_bu;\n\t\t\t\t - \ float tmp_cd = tmp_bq * tmp_bx;\n\t\t\t\t float tmp_ce = tmp_cc - tmp_cd;\n\t\t\t\t - \ float3 tmp_cf = float3(tmp_bw, tmp_cb, tmp_ce);\n\t\t\t\t float3 tmp_cg - = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t float - tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float - tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float - tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t - \ float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp - = tmp_cf * tmp_co;\n\t\t\t\t SetAttribute_37D0764D( /*inout */axisX, tmp_cp);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bc = axisZ[1];\n\t\t\t\t float3 tmp_be = velocity * velocity;\n\t\t\t\t - \ float tmp_bf = tmp_be[2];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t - \ float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t\t - \ float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float tmp_bl = pow(tmp_bj, - (float)0.5);\n\t\t\t\t float tmp_bm = (float)1 / tmp_bl;\n\t\t\t\t float3 - tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bo = velocity - * tmp_bn;\n\t\t\t\t float3 tmp_bq = tmp_bo * float3(-1,-1,-1);\n\t\t\t\t - \ float tmp_br = tmp_bq[1];\n\t\t\t\t float tmp_bs = axisZ[2];\n\t\t\t\t - \ float tmp_bt = tmp_br * tmp_bs;\n\t\t\t\t float tmp_bu = tmp_bq[2];\n\t\t\t\t - \ float tmp_bv = tmp_bu * tmp_bc;\n\t\t\t\t float tmp_bw = tmp_bt - tmp_bv;\n\t\t\t\t - \ float tmp_bx = axisZ[0];\n\t\t\t\t float tmp_by = tmp_bu * tmp_bx;\n\t\t\t\t - \ float tmp_bz = tmp_bq[0];\n\t\t\t\t float tmp_ca = tmp_bz * tmp_bs;\n\t\t\t\t - \ float tmp_cb = tmp_by - tmp_ca;\n\t\t\t\t float tmp_cc = tmp_bz * tmp_bc;\n\t\t\t\t - \ float tmp_cd = tmp_br * tmp_bx;\n\t\t\t\t float tmp_ce = tmp_cc - tmp_cd;\n\t\t\t\t - \ float3 tmp_cf = float3(tmp_bw, tmp_cb, tmp_ce);\n\t\t\t\t float3 tmp_cg - = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t float - tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t float - tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t float - tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t - \ float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t float3 tmp_cp - = tmp_cf * tmp_co;\n\t\t\t\t float tmp_cq = tmp_cp[2];\n\t\t\t\t float - tmp_cr = tmp_bc * tmp_cq;\n\t\t\t\t float tmp_cs = tmp_cp[1];\n\t\t\t\t float - tmp_ct = tmp_bs * tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cr - tmp_ct;\n\t\t\t\t - \ float tmp_cv = tmp_cp[0];\n\t\t\t\t float tmp_cw = tmp_bs * tmp_cv;\n\t\t\t\t - \ float tmp_cx = tmp_bx * tmp_cq;\n\t\t\t\t float tmp_cy = tmp_cw - tmp_cx;\n\t\t\t\t - \ float tmp_cz = tmp_bx * tmp_cs;\n\t\t\t\t float tmp_da = tmp_bc * tmp_cv;\n\t\t\t\t - \ float tmp_db = tmp_cz - tmp_da;\n\t\t\t\t float3 tmp_dc = float3(tmp_cu, - tmp_cy, tmp_db);\n\t\t\t\t SetAttribute_6F3308BC( /*inout */axisY, tmp_dc);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat4x4 viewToDecal - = GetVFXToElementMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t\t#if - VFX_LOCAL_SPACE\n\t\t\t\t\t\tviewToDecal = mul(viewToDecal, VFXGetWorldToObjectMatrix());\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tviewToDecal - = mul(viewToDecal, VFXGetViewToWorldMatrix());\n\t\t\t\t\t\to.viewToDecal0 = - viewToDecal[0];\n\t\t\t\t\t\to.viewToDecal1 = viewToDecal[1];\n\t\t\t\t\t\to.viewToDecal2 - = viewToDecal[2];\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\t\n\t\t\t\tfloat3 clipPos;\n\t\t\t\tclipPos.xy = (i.pos.xy - / _ScreenParams.xy) * 2.0f - 1.0f;\n\t\t\t\tclipPos.z = VFXSampleDepth(i.pos);\n\t\t\t\tclipPos - *= VFXLinearEyeDepth(clipPos.z);\n\t\t\t\t\n\t\t\t\tfloat4 worldPos;\n\t\t\t\tworldPos.x - = clipPos.x / UNITY_MATRIX_P[0][0];\n\t\t\t\tworldPos.y = clipPos.y / -UNITY_MATRIX_P[1][1];\n\t\t\t\tworldPos.z - = (clipPos.z - UNITY_MATRIX_P[2][3]) / UNITY_MATRIX_P[2][2];\n\t\t\t\tworldPos.w - = 1.0f;\n\t\t\t\t\n\t\t\t\tfloat4x4 viewToElement;\n\t\t\t\tviewToElement[0] - = i.viewToDecal0;\n\t\t\t\tviewToElement[1] = i.viewToDecal1;\n\t\t\t\tviewToElement[2] - = i.viewToDecal2;\n\t\t\t\tviewToElement[3] = float4(0,0,0,1);\n\t\t\t\t\n\t\t\t\tfloat3 - elementPos = mul(viewToElement,worldPos).xyz * 2.0f;\n\t\t\t\t\t\t\n\t\t\t\tconst - float bias = 0.0f;\n\t\t\t\tclip(1.0f - abs(elementPos) + bias);\n\t\t\n\t\t\t\tVFXSampler2D - s = VFX_SAMPLER(mainTexture);\n\t\t\t\tfloat2 uv = elementPos.xy * 0.5f + 0.5f;\n\t\t\n\t\t\t\t#define - VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(s,i,uv)\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);\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\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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_WORLD_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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\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 + 0x3F00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x8DC0) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x8DC0) << 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 + 0x3F00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.01);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3F00) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 26 - valueIndex: 7 - data[0]: 4 - data[1]: 3 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 9 - data[0]: -1 - 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VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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 PositionSphere_0(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float - lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n float3 position = float3(0,0,0);\n uint seed - = (uint)0;\n float3 direction = float3(0,0,1);\n float lifetime - = (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,0.7,0));\n - \ }\n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, float3(0,0,0), (float)0.75, (float)6.283185, (float)1);\n - \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)0.5, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x7E00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x8 + 0x7) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x8 + 0x4) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x7E00) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float - deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState - samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D - VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, - float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative - ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value - = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value - * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\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 CollisionSphere_267A9(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Inverted - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n - \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7E00) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout - */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), - InvFieldTransform_a, FieldTransform_a, (float)1, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(0,0,0), (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, - (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionSphere_267A9( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, float3(0,0,0), (float)0.75, - (float)0, (float)0, (float)0, deltaTime_a, (float)-1, (float)0);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x7E00) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + - 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0,0,0), - (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ CollisionSphere_267A9( /*inout */position, /*inout */velocity, /*inout - */age, lifetime, float3(0,0,0), (float)0.75, (float)0, (float)0, (float)0, deltaTime_a, - (float)-1, (float)0);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0x0) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) - << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Decal Output' - source: "Shader \"Hidden/VFX/System 1/Decal Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_VELOCITY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT - 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define - VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define - VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_TEXINDEX_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define - USE_FLIPBOOK_INTERPOLATION 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float4 TexIndex_i;\n\t\t float uniform_b;\n\t\t - \ float uniform_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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\tZWrite Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\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_ALPHA_TEST || USE_FLIPBOOK\n\t\t\t\t// - x: alpha threshold\n\t\t\t\t// y: texture index\n\t\t\t\tnointerpolation float2 - builtInInterpolants : TEXCOORD0;\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\tnointerpolation - float4 flipbookSize : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation - float4 viewToDecal0 : TEXCOORD2;\n\t\t\t\tnointerpolation float4 viewToDecal1 - : TEXCOORD3;\n\t\t\t\tnointerpolation float4 viewToDecal2 : TEXCOORD4;\n\t\t\t\t\n\t\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD5;\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_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#if USE_FLIPBOOK\n\t\t#define - VFX_VARYING_TEXINDEX builtInInterpolants.y\n\t\t#define VFX_VARYING_FLIPBOOKSIZE - flipbookSize.xy\n\t\t#define VFX_VARYING_INVFLIPBOOKSIZE flipbookSize.zw\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_D5151646(inout float scaleZ, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t scaleZ = Scale.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid Orient_2(inout float3 axisX, inout - float3 axisY, inout float3 axisZ, float3 position, float3 Position) /*mode:LookAtPosition - */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = normalize(position - Position);\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_6F3308BC(inout - float3 axisY, float3 AxisY) /*attribute:axisY Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t axisY = AxisY;\n\t\t\t}\n\t\t\tvoid - SetAttribute_37D0764D(inout float3 axisX, float3 AxisX) /*attribute:axisX Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t axisX = AxisX;\n\t\t\t}\n\t\t\tvoid - AttributeFromCurve_E38970BB(inout float texIndex, float age, float lifetime, - float4 TexIndex) /*attribute:texIndex Composition:Overwrite AlphaComposition:Overwrite - SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t - \ float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value - = SampleCurve(TexIndex, t);\n\t\t\t texIndex = value;\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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7E00) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 texIndex = (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 + 0x7) << 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 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x7E00) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 texIndex = (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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bd = age / lifetime;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t - \ float tmp_bh = min(tmp_bf, (float)1);\n\t\t\t\t float4 tmp_bi = SampleGradient(uniform_b,tmp_bh);\n\t\t\t\t - \ float4 tmp_bj = SampleGradient(uniform_d,tmp_bh);\n\t\t\t\t float4 tmp_bk - = tmp_bj - tmp_bi;\n\t\t\t\t float4 tmp_bl = uniform_c * tmp_bk;\n\t\t\t\t - \ float4 tmp_bm = tmp_bi + tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bm[0];\n\t\t\t\t - \ float tmp_bo = tmp_bm[1];\n\t\t\t\t float tmp_bp = tmp_bm[2];\n\t\t\t\t - \ float3 tmp_bq = float3(tmp_bn, tmp_bo, tmp_bp);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151646( - /*inout */scaleZ, (float)2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0,-0.5,-0.25));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_be = velocity - * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t float tmp_bg - = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float - tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float - tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bm = (float)1 / tmp_bl;\n\t\t\t\t - \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bo - = velocity * tmp_bn;\n\t\t\t\t float3 tmp_bq = tmp_bo * float3(-1,-1,-1);\n\t\t\t\t - \ SetAttribute_6F3308BC( /*inout */axisY, tmp_bq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_be = velocity * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t - \ float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t - \ float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t - \ float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bm = (float)1 - / tmp_bl;\n\t\t\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t - \ float3 tmp_bo = velocity * tmp_bn;\n\t\t\t\t float3 tmp_bq = tmp_bo * - float3(-1,-1,-1);\n\t\t\t\t float tmp_br = tmp_bq[1];\n\t\t\t\t float - tmp_bs = axisZ[2];\n\t\t\t\t float tmp_bt = tmp_br * tmp_bs;\n\t\t\t\t float - tmp_bu = tmp_bq[2];\n\t\t\t\t float tmp_bv = axisZ[1];\n\t\t\t\t float - tmp_bw = tmp_bu * tmp_bv;\n\t\t\t\t float tmp_bx = tmp_bt - tmp_bw;\n\t\t\t\t - \ float tmp_by = axisZ[0];\n\t\t\t\t float tmp_bz = tmp_bu * tmp_by;\n\t\t\t\t - \ float tmp_ca = tmp_bq[0];\n\t\t\t\t float tmp_cb = tmp_ca * tmp_bs;\n\t\t\t\t - \ float tmp_cc = tmp_bz - tmp_cb;\n\t\t\t\t float tmp_cd = tmp_ca * tmp_bv;\n\t\t\t\t - \ float tmp_ce = tmp_br * tmp_by;\n\t\t\t\t float tmp_cf = tmp_cd - tmp_ce;\n\t\t\t\t - \ float3 tmp_cg = float3(tmp_bx, tmp_cc, tmp_cf);\n\t\t\t\t float3 tmp_ch - = tmp_cg * tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float - tmp_cj = tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float - tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float - tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t - \ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq - = tmp_cg * tmp_cp;\n\t\t\t\t SetAttribute_37D0764D( /*inout */axisX, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bd = axisZ[1];\n\t\t\t\t float3 tmp_bf = velocity * velocity;\n\t\t\t\t - \ float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t - \ float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t - \ float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, - (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t float3 - tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = velocity - * tmp_bo;\n\t\t\t\t float3 tmp_br = tmp_bp * float3(-1,-1,-1);\n\t\t\t\t - \ float tmp_bs = tmp_br[1];\n\t\t\t\t float tmp_bt = axisZ[2];\n\t\t\t\t - \ float tmp_bu = tmp_bs * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_br[2];\n\t\t\t\t - \ float tmp_bw = tmp_bv * tmp_bd;\n\t\t\t\t float tmp_bx = tmp_bu - tmp_bw;\n\t\t\t\t - \ float tmp_by = axisZ[0];\n\t\t\t\t float tmp_bz = tmp_bv * tmp_by;\n\t\t\t\t - \ float tmp_ca = tmp_br[0];\n\t\t\t\t float tmp_cb = tmp_ca * tmp_bt;\n\t\t\t\t - \ float tmp_cc = tmp_bz - tmp_cb;\n\t\t\t\t float tmp_cd = tmp_ca * tmp_bd;\n\t\t\t\t - \ float tmp_ce = tmp_bs * tmp_by;\n\t\t\t\t float tmp_cf = tmp_cd - tmp_ce;\n\t\t\t\t - \ float3 tmp_cg = float3(tmp_bx, tmp_cc, tmp_cf);\n\t\t\t\t float3 tmp_ch - = tmp_cg * tmp_cg;\n\t\t\t\t float tmp_ci = tmp_ch[2];\n\t\t\t\t float - tmp_cj = tmp_ch[1];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t float - tmp_cl = tmp_ch[0];\n\t\t\t\t float tmp_cm = tmp_ck + tmp_cl;\n\t\t\t\t float - tmp_cn = pow(tmp_cm, (float)0.5);\n\t\t\t\t float tmp_co = (float)1 / tmp_cn;\n\t\t\t\t - \ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n\t\t\t\t float3 tmp_cq - = tmp_cg * tmp_cp;\n\t\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t\t float - tmp_cs = tmp_bd * tmp_cr;\n\t\t\t\t float tmp_ct = tmp_cq[1];\n\t\t\t\t float - tmp_cu = tmp_bt * tmp_ct;\n\t\t\t\t float tmp_cv = tmp_cs - tmp_cu;\n\t\t\t\t - \ float tmp_cw = tmp_cq[0];\n\t\t\t\t float tmp_cx = tmp_bt * tmp_cw;\n\t\t\t\t - \ float tmp_cy = tmp_by * tmp_cr;\n\t\t\t\t float tmp_cz = tmp_cx - tmp_cy;\n\t\t\t\t - \ float tmp_da = tmp_by * tmp_ct;\n\t\t\t\t float tmp_db = tmp_bd * tmp_cw;\n\t\t\t\t - \ float tmp_dc = tmp_da - tmp_db;\n\t\t\t\t float3 tmp_dd = float3(tmp_cv, - tmp_cz, tmp_dc);\n\t\t\t\t SetAttribute_6F3308BC( /*inout */axisY, tmp_dd);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_E38970BB( - /*inout */texIndex, age, lifetime, TexIndex_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t{\n\t\t \n\t\t - \ flipBookSize = float2(4,4);\n\t\t}\n\t\t\n\n\t\t\t\tfloat2 invFlipBookSize - = (float2)0;\n\t\t{\n\t\t \n\t\t invFlipBookSize = float2(0.25,0.25);\n\t\t}\n\t\t\n\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat4x4 viewToDecal - = GetVFXToElementMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t\t#if - VFX_LOCAL_SPACE\n\t\t\t\t\t\tviewToDecal = mul(viewToDecal, VFXGetWorldToObjectMatrix());\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tviewToDecal - = mul(viewToDecal, VFXGetViewToWorldMatrix());\n\t\t\t\t\t\to.viewToDecal0 = - viewToDecal[0];\n\t\t\t\t\t\to.viewToDecal1 = viewToDecal[1];\n\t\t\t\t\t\to.viewToDecal2 - = viewToDecal[2];\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\t\n\t\t\t\tfloat3 clipPos;\n\t\t\t\tclipPos.xy = (i.pos.xy - / _ScreenParams.xy) * 2.0f - 1.0f;\n\t\t\t\tclipPos.z = VFXSampleDepth(i.pos);\n\t\t\t\tclipPos - *= VFXLinearEyeDepth(clipPos.z);\n\t\t\t\t\n\t\t\t\tfloat4 worldPos;\n\t\t\t\tworldPos.x - = clipPos.x / UNITY_MATRIX_P[0][0];\n\t\t\t\tworldPos.y = clipPos.y / -UNITY_MATRIX_P[1][1];\n\t\t\t\tworldPos.z - = (clipPos.z - UNITY_MATRIX_P[2][3]) / UNITY_MATRIX_P[2][2];\n\t\t\t\tworldPos.w - = 1.0f;\n\t\t\t\t\n\t\t\t\tfloat4x4 viewToElement;\n\t\t\t\tviewToElement[0] - = i.viewToDecal0;\n\t\t\t\tviewToElement[1] = i.viewToDecal1;\n\t\t\t\tviewToElement[2] - = i.viewToDecal2;\n\t\t\t\tviewToElement[3] = float4(0,0,0,1);\n\t\t\t\t\n\t\t\t\tfloat3 - elementPos = mul(viewToElement,worldPos).xyz * 2.0f;\n\t\t\t\t\t\t\n\t\t\t\tconst - float bias = 0.0f;\n\t\t\t\tclip(1.0f - abs(elementPos) + bias);\n\t\t\n\t\t\t\tVFXSampler2D - s = VFX_SAMPLER(mainTexture);\n\t\t\t\tfloat2 uv = elementPos.xy * 0.5f + 0.5f;\n\t\t\n\t\t\t\t#define - VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(s,i,uv)\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);\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\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 6 - 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\ float lifetime = (float)1;\n float angleZ = (float)0;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionTorus_0( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)0.8, - (float)0.2, (float)6.283185, (float)1, (float)0.25);\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x800) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x3 + 0xA00) << 2,asuint(angleZ));\n - \ attributeBuffer.Store((index * 0x3 + 0xA01) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x3 + 0xA02) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x800) << 2,asuint(lifetime));\n attributeBuffer.Store((index * - 0x3 + 0xA00) << 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x3 - + 0xA01) << 2,uint(alive));\n attributeBuffer.Store((index * 0x3 + 0xA02) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_48A7BEFB(inout float angleZ, float Angle) /*attribute:angle Composition:Overwrite - Source:Slot Random:Off channels:Z */\n{\n angleZ = Angle.x;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x3 + 0xA01) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x800) << 2));\n\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x3 + 0xA00) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x3 + 0xA02) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_x = angleZ + uniform_b;\n\t\t\t - \ SetAttribute_48A7BEFB( /*inout */angleZ, tmp_x);\n\t\t\t}\n\t\t\tAge( /*inout - */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0xA00) << 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store((index - * 0x3 + 0xA02) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x3 + 0xA01) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x800) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x3 + 0xA00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x3 - + 0xA01) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x3 - + 0xA02) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_x = angleZ + uniform_b;\n\t\t - \ SetAttribute_48A7BEFB( /*inout */angleZ, tmp_x);\n\t\t}\n\t\tAge( /*inout - */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x3 + 0xA00) << 2,asuint(angleZ));\n\t\tattributeBuffer.Store((index * 0x3 - + 0xA01) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x3 + 0xA02) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Cube test Output' - source: "Shader \"Hidden/VFX/System 1/Cube test Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_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_USE_RIM_LIGHT 1\n\t\t#define VFX_USE_NORMAL_MAP 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_b;\n\t\t float4 rimColor;\n\t\tCBUFFER_END\n\t\tTexture2D - normalMap;\n\t\tSamplerState samplernormalMap;\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 - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: - alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\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.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - 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_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0xA00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x3 + 0xA01) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x3 + 0xA02) << 2));\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 * 0x3 + 0xA01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0xA00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x3 + 0xA02) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */size, - age, lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout - */color, float3(0,0,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id - & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id - & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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_Target0\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(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\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\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\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\n\t\t\t\t// x: inverse soft particles fade - distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_USE_RIM_LIGHT\n\t\t\t\tfloat3 - offsets : TEXCOORD0;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD2;\n\t\t\t\tnointerpolation - float3 rotY : TEXCOORD3;\n\t\t\t\tfloat3 posWS : TEXCOORD5;\n\t\t\t\tnointerpolation - float4 rimSettings : COLOR1;\n\t\t\t\t#if VFX_USE_NORMAL_MAP\n\t\t\t\tnointerpolation - uint faceID : TEXCOORD4;\n\t\t\t\t#endif\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\n\t\t#if VFX_USE_RIM_LIGHT\n\t\t#define VFX_VARYING_OFFSETS - offsets\n\t\t#define VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#define - VFX_VARYING_POSWS posWS\n\t\t#if VFX_USE_NORMAL_MAP\n\t\t#define VFX_VARYING_FACEID - faceID\n\t\t#endif\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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 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_2(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Position) /*mode:LookAtPosition */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisZ = normalize(position - Position);\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0xA00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x3 + 0xA01) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x3 + 0xA02) << 2));\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 * 0x3 + 0xA01) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x800) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x3 + 0xA00) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x3 + 0xA02) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(0,0,0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695( /*inout */size, - age, lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout - */color, float3(0,0,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id - & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id - & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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)0.5;\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\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_RIM_LIGHT\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat - rimCoef = (float)0;\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t rimCoef - = (float)0.95;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\trimCoef - = saturate(1.0f - rimCoef);\n\t\t\t\t\t\t\to.rimSettings = float4(rimColor.rgb,rimCoef);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - 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params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741827 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 39 - - nameId: rimColor - index: 10 - - nameId: normalMap - index: 32 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 2 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: [] - values: - - nameId: mesh - index: 29 - - nameId: transform - index: 30 - - nameId: subMeshMask - index: 34 - tasks: - - type: 1073741824 - buffers: [] - temporaryBuffers: [] - values: - - nameId: subMeshMask - index: 34 - - nameId: _RimColor - index: 31 - - nameId: _RimCoef - index: 33 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 4800000, guid: 1315639ec2b0425429525dd2810b4c98, type: 3} - shaderSourceIndex: -1 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx index d7e5aaecfaa..87b3954c604 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx @@ -317,7 +317,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 114565024957725534} + - {fileID: 8926484042661614602} --- !u!114 &114148291330365316 MonoBehaviour: m_ObjectHideFlags: 1 @@ -432,40 +432,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114221946578788180 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114811266220630164} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114811266220630164} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614539} --- !u!114 &114227146302236274 MonoBehaviour: m_ObjectHideFlags: 1 @@ -837,8 +803,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114333926967399266 MonoBehaviour: m_ObjectHideFlags: 1 @@ -892,8 +860,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114145625318411360} - m_exposedName: position_x - m_exposed: 1 + m_ExposedName: position_x + m_Exposed: 1 m_Order: 3 m_Category: m_Min: @@ -904,12 +872,13 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 linkedSlots: - outputSlot: {fileID: 114145625318411360} - inputSlot: {fileID: 114565024957725534} + inputSlot: {fileID: 8926484042661614602} position: {x: 3141.8892, y: 77.368256} expandedSlots: [] expanded: 0 @@ -1548,7 +1517,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114811266220630164} + - {fileID: 8926484042661614600} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -1613,40 +1582,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114565024957725534 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114811266220630164} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114811266220630164} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 114145625318411360} --- !u!114 &114569174594914624 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1982,8 +1917,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114227146302236274} - m_exposedName: target - m_exposed: 0 + m_ExposedName: target + m_Exposed: 0 m_Order: 2 m_Category: m_Min: @@ -1994,6 +1929,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2023,8 +1959,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114263897186801910} - m_exposedName: axis - m_exposed: 0 + m_ExposedName: axis + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -2035,6 +1971,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2364,43 +2301,6 @@ MonoBehaviour: m_Direction: 1 m_LinkedSlots: - {fileID: 8926484042661614565} ---- !u!114 &114811266220630164 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: VFXSlotFloat3 - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 114565024957725534} - - {fileID: 114866349572676910} - - {fileID: 114221946578788180} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114811266220630164} - m_MasterData: - m_Owner: {fileID: 114554431318233224} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114824630411045520 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2552,40 +2452,6 @@ MonoBehaviour: - {fileID: 114489555374383330} m_OutputSlots: - {fileID: 114529711983357582} ---- !u!114 &114866349572676910 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114811266220630164} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114811266220630164} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614538} --- !u!114 &114866534636091228 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2846,8 +2712,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114460488334878156} - m_exposedName: max - m_exposed: 0 + m_ExposedName: max + m_Exposed: 0 m_Order: 4 m_Category: m_Min: @@ -2858,6 +2724,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2922,8 +2789,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114804482592104900} - m_exposedName: phase_axis - m_exposed: 1 + m_ExposedName: phase_axis + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -2934,6 +2801,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -2951,591 +2819,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 16_CullingMode_Always m_Graph: {fileID: 114288032893002184} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SEED_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Color_b;\n uint PADDING_0;\n float3 Position_c;\n uint PADDING_1;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float3 velocity = float3(0,0,0);\n float3 direction - = float3(0,0,1);\n uint seed = (uint)0;\n float age = (float)0;\n - \ bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)15);\n }\n SetAttribute_FDD06EC7( /*inout - */color, Color_b);\n SetAttribute_CAC29747( /*inout */position, Position_c);\n - \ {\n VelocityRandomize_18D( /*inout */velocity, /*inout */direction, - \ /*inout */seed, (float)0.5, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x10000) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x90000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x90003) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x50003) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x10000) - << 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x50000) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x90000) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x90003) - << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x50003) << - 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 uniform_b;\n float3 Sphere_center_b;\n float deltaTime_a;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Force_0(inout float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute - */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid CollisionSphere_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, float3 - Sphere_center, float Sphere_radius, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid - radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position - + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float - sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign - * radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius * - totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n - = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) * - colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n - \ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x50003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x90000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x90003) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float3 tmp_bb = float3(0,-0.5,0) - - position;\n\t\t\t float3 tmp_bd = tmp_bb * tmp_bb;\n\t\t\t float tmp_be - = tmp_bd[2];\n\t\t\t float tmp_bf = tmp_bd[1];\n\t\t\t float tmp_bg = - tmp_be + tmp_bf;\n\t\t\t float tmp_bh = tmp_bd[0];\n\t\t\t float tmp_bi - = tmp_bg + tmp_bh;\n\t\t\t float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t - \ float tmp_bl = (float)1 / tmp_bk;\n\t\t\t float3 tmp_bm = float3(tmp_bl, - tmp_bl, tmp_bl);\n\t\t\t float3 tmp_bn = tmp_bb * tmp_bm;\n\t\t\t float3 - tmp_bp = tmp_bn * float3(10,10,10);\n\t\t\t float3 tmp_bq = mul((float3x3)uniform_b, - tmp_bp);\n\t\t\t Force_0( /*inout */velocity, mass, tmp_bq, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, Sphere_center_b, (float)0.1, (float)0.1, (float)0, (float)0, deltaTime_a, - (float)1, (float)0);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x90000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x90003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x50003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x90000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x90003) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x50003) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float3 tmp_bb = float3(0,-0.5,0) - - position;\n\t\t float3 tmp_bd = tmp_bb * tmp_bb;\n\t\t float tmp_be = - tmp_bd[2];\n\t\t float tmp_bf = tmp_bd[1];\n\t\t float tmp_bg = tmp_be - + tmp_bf;\n\t\t float tmp_bh = tmp_bd[0];\n\t\t float tmp_bi = tmp_bg - + tmp_bh;\n\t\t float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t float tmp_bl - = (float)1 / tmp_bk;\n\t\t float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t - \ float3 tmp_bn = tmp_bb * tmp_bm;\n\t\t float3 tmp_bp = tmp_bn * float3(10,10,10);\n\t\t - \ float3 tmp_bq = mul((float3x3)uniform_b, tmp_bp);\n\t\t Force_0( /*inout - */velocity, mass, tmp_bq, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_b, - (float)0.1, (float)0.1, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x50000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x90000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + - 0x90003) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x50003) - << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x50003) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x50003) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.2);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 7 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 28 - valueIndex: 8 - data[0]: 3 - data[1]: 1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 27 - valueIndex: 10 - data[0]: 1 - data[1]: 2 - data[2]: -1 - data[3]: 1 - - op: 12 - valueIndex: 11 - data[0]: 6 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 12 - data[0]: 8 - data[1]: 7 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 13 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 16 - data[0]: 9 - data[1]: 9 - data[2]: 9 - data[3]: -1 - - op: 30 - valueIndex: 19 - data[0]: 10 - data[1]: 5 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 31 - valueIndex: 21 - data[0]: 1 - data[1]: 7 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 30 - valueIndex: 23 - data[0]: 15 - data[1]: 2 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 24 - data[0]: 12 - data[1]: 11 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 50 - valueIndex: 30 - data[0]: 14 - data[1]: 13 - data[2]: -1 - data[3]: -1 - - op: 5 - valueIndex: 34 - data[0]: 20 - data[1]: -1 - data[2]: 1 - data[3]: 4 - - op: 5 - valueIndex: 35 - data[0]: 20 - data[1]: -1 - data[2]: 2 - data[3]: 4 - - op: 5 - valueIndex: 36 - data[0]: 20 - data[1]: -1 - data[2]: 0 - data[3]: 4 - - op: 5 - valueIndex: 37 - data[0]: 18 - data[1]: -1 - data[2]: 1 - data[3]: 3 - - op: 1 - valueIndex: 38 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 49 - valueIndex: 39 - data[0]: 16 - data[1]: 17 - data[2]: -1 - data[3]: -1 - - op: 5 - valueIndex: 40 - data[0]: 18 - data[1]: -1 - data[2]: 2 - data[3]: 3 - - op: 1 - valueIndex: 41 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 9 - valueIndex: 44 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 42 - valueIndex: 60 - data[0]: 29 - data[1]: 28 - data[2]: -1 - data[3]: -1 - - op: 6 - valueIndex: 63 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 64 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 65 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 66 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 3 - valueIndex: 67 - data[0]: 23 - data[1]: 21 - data[2]: 22 - data[3]: -1 - - op: 1 - valueIndex: 70 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 71 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 74 - data[0]: 26 - data[1]: 7 - data[2]: 7 - data[3]: -1 - - op: 3 - valueIndex: 77 - data[0]: 25 - data[1]: 24 - data[2]: 27 - data[3]: -1 - - op: 1 - valueIndex: 80 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 2 - m_Value: 4 - - m_ExpressionIndex: 3 - m_Value: 0 - - m_ExpressionIndex: 4 - m_Value: 0.5 - - m_ExpressionIndex: 5 - m_Value: 1 - - m_ExpressionIndex: 7 - m_Value: 0 - - m_ExpressionIndex: 25 - m_Value: 0 - - m_ExpressionIndex: 32 - m_Value: 0.1 - - m_ExpressionIndex: 33 - m_Value: 16 - - m_ExpressionIndex: 34 - m_Value: 0.2 - - m_ExpressionIndex: 36 - m_Value: 15 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 0 - m_Value: {x: 0, y: -0.5, z: 0} - - m_ExpressionIndex: 11 - m_Value: {x: 0, y: 3, z: 0} - - m_ExpressionIndex: 19 - m_Value: {x: 10, y: 10, z: 10} - - m_ExpressionIndex: 28 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 37 - m_Value: {x: 0.1, y: 0.1, z: 0.1} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -3545,219 +2842,18 @@ VisualEffectResource: m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 16 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 10 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 3.5 - value: 10 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 4 - value: 1 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 + m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 14 - m_Value: - serializedVersion: 2 - key0: {r: 0.0074718, g: 1, b: 0, a: 1} - key1: {r: 0.21020645, g: 0.8857279, b: 0.1786954, a: 1} - key2: {r: 1, g: 0.14117646, b: 0.80786026, a: 0} - key3: {r: 1, g: 0, b: 0.8883376, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 61286 - ctime2: 63080 - ctime3: 65535 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 4 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 40 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} + m_Array: [] m_Bool: m_Array: [] - m_ExposedExpressions: - - nameId: phase_axis - index: 3 - - nameId: position_x - index: 25 - m_Buffers: - - type: 1 - size: 851968 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 327680 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 327680 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 589824 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 589824 - structure: 4 - element: 3 - capacity: 65536 - stride: 4 - - type: 1 - size: 851968 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: color - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 327680 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 327680 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 589824 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 589824 - structure: 4 - element: 3 - capacity: 65536 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 65536 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_ExposedExpressions: [] + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -3769,99 +2865,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 33 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 65536 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 38 - - nameId: bounds_size - index: 37 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: Color_b - index: 35 - - nameId: Position_c - index: 39 - params: - - nameId: bounds_center - index: 38 - - nameId: bounds_size - index: 37 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 29 - - nameId: deltaTime_a - index: 31 - - nameId: Sphere_center_b - index: 30 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 40 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614529 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4207,7 +3211,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 114866349572676910} + - {fileID: 8926484042661614603} --- !u!114 &8926484042661614539 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4241,7 +3245,7 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 114221946578788180} + - {fileID: 8926484042661614604} --- !u!114 &8926484042661614541 MonoBehaviour: m_ObjectHideFlags: 0 @@ -6242,3 +5246,182 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] +--- !u!114 &8926484042661614600 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661614601} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614600} + m_MasterData: + m_Owner: {fileID: 114554431318233224} + m_Value: + m_Type: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":0.0,"y":0.0,"z":0.0}}' + m_Space: 1 + m_Property: + name: Position + m_serializedType: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614601 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614600} + m_Children: + - 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{fileID: 8926484042661614539} diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx index d4ea8baabf6..b8cc9eaf312 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx @@ -147,8 +147,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114220971160679732 MonoBehaviour: m_ObjectHideFlags: 1 @@ -169,8 +171,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114887442911679238} - m_exposedName: phase_axis - m_exposed: 1 + m_ExposedName: phase_axis + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -181,6 +183,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -289,39 +292,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114283661946716680 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114886259534172262} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114886259534172262} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114328751368778282 MonoBehaviour: m_ObjectHideFlags: 1 @@ -487,39 +457,6 @@ MonoBehaviour: mode: 3 ColorComposition: 2 AlphaComposition: 2 ---- !u!114 &114491403854480532 -MonoBehaviour: - 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m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614537} --- !u!114 &114887442911679238 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1223,7 +1090,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114886259534172262} + - {fileID: 8926484042661614550} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -1279,352 +1146,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 16_CullingMode_BoundUpdate m_Graph: {fileID: 114190878345431950} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n bool alive = - (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)0.1);\n }\n SetAttribute_CAC29747( - /*inout */position, Position_b);\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x10000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x50000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x50001) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x10000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x50000) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x50001) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x50001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x50001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x50000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x50000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x50001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x50000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x50001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\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\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x50001) << 2));\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 * 0x2 + 0x50000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x50001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.1);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 28 - valueIndex: 2 - data[0]: 0 - data[1]: 1 - data[2]: -1 - data[3]: 1 - - op: 12 - valueIndex: 3 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 3 - valueIndex: 4 - data[0]: 3 - data[1]: 3 - data[2]: 3 - data[3]: -1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 12 - data[0]: 4 - data[1]: 5 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 18 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 19 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 57 - valueIndex: 20 - data[0]: 6 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 21 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 0 - - m_ExpressionIndex: 7 - m_Value: 128 - - m_ExpressionIndex: 10 - m_Value: 0.1 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 5 - m_Value: {x: 5, y: 0, z: 0} - - m_ExpressionIndex: 9 - m_Value: {x: 0.4, y: 0.1, z: 0.1} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -1636,157 +1171,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 6 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 0.06861055, b: 0, a: 1} - key1: {r: 1, g: 0.54480493, b: 0, a: 1} - key2: {r: 1, g: 1, b: 0, a: 0} - key3: {r: 0.6315848, g: 0.8014706, b: 0.15322232, a: 0} - key4: {r: 0, g: 0.7103448, b: 1, a: 0} - key5: {r: 0, g: 0.08965492, b: 1, a: 0} - key6: {r: 0.786744, g: 0.22229022, b: 0.81970483, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 8799 - ctime2: 18521 - ctime3: 28829 - ctime4: 41232 - ctime5: 53802 - ctime6: 65535 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 7 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 13 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} + m_Array: [] m_Bool: m_Array: [] - m_ExposedExpressions: - - nameId: phase_axis - index: 0 - m_Buffers: - - type: 1 - size: 458752 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 327680 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 327680 - structure: 2 - element: 1 - capacity: 65536 - stride: 4 - - type: 1 - size: 458752 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 327680 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 327680 - structure: 2 - element: 1 - capacity: 65536 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 65536 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_ExposedExpressions: [] + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1798,95 +1192,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 7 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 65536 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 8 - - nameId: bounds_size - index: 9 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: Position_b - index: 8 - params: - - nameId: bounds_center - index: 8 - - nameId: bounds_size - index: 9 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 11 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: gradient_b - index: 12 - - nameId: mainTexture - index: 13 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 @@ -2188,8 +1494,8 @@ MonoBehaviour: attributes: [] m_Direction: 1 m_LinkedSlots: - - {fileID: 114886259534172262} - {fileID: 114613810723286314} + - {fileID: 8926484042661614550} --- !u!114 &8926484042661614538 MonoBehaviour: m_ObjectHideFlags: 0 @@ -2592,3 +1898,180 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] +--- !u!114 &8926484042661614550 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661614551} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614550} + m_MasterData: + m_Owner: {fileID: 114962349886332802} + m_Value: + m_Type: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":0.0,"y":0.0,"z":0.0}}' + m_Space: 0 + m_Property: + name: Position + m_serializedType: + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + attributes: [] + m_Direction: 0 + m_LinkedSlots: + - {fileID: 8926484042661614537} +--- !u!114 &8926484042661614551 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614550} + m_Children: + - {fileID: 8926484042661614552} + - {fileID: 8926484042661614553} + - {fileID: 8926484042661614554} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614550} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: position + m_serializedType: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614552 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614551} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614550} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: x + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614553 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614551} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614550} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: y + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614554 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 8926484042661614551} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614550} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx index 62fcff2b61a..953dcfd5a9e 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx @@ -147,8 +147,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114220971160679732 MonoBehaviour: m_ObjectHideFlags: 1 @@ -169,8 +171,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114887442911679238} - m_exposedName: phase_axis - m_exposed: 1 + m_ExposedName: phase_axis + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -181,6 +183,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -289,39 +292,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114283661946716680 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114886259534172262} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114886259534172262} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114328751368778282 MonoBehaviour: m_ObjectHideFlags: 1 @@ -487,39 +457,6 @@ MonoBehaviour: mode: 3 ColorComposition: 2 AlphaComposition: 2 ---- !u!114 &114491403854480532 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114886259534172262} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114886259534172262} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114498596232787114 MonoBehaviour: m_ObjectHideFlags: 1 @@ -694,39 +631,6 @@ MonoBehaviour: - link: - context: {fileID: 114658178759232994} slotIndex: 0 ---- !u!114 &114586708889774204 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114886259534172262} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114886259534172262} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114591868403027336 MonoBehaviour: m_ObjectHideFlags: 1 @@ -983,8 +887,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 114089541377191232} - m_exposedName: axis - m_exposed: 0 + m_ExposedName: axis + m_Exposed: 0 m_Order: 0 m_Category: m_Min: @@ -995,6 +899,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -1004,44 +909,6 @@ MonoBehaviour: position: {x: 2466.652, y: 116.170204} expandedSlots: [] expanded: 0 ---- !u!114 &114886259534172262 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: VFXSlotFloat3 - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 114586708889774204} - - {fileID: 114283661946716680} - - {fileID: 114491403854480532} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114886259534172262} - m_MasterData: - m_Owner: {fileID: 114962349886332802} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Position - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614537} --- !u!114 &114887442911679238 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1250,7 +1117,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114886259534172262} + - {fileID: 8926484042661614551} m_OutputSlots: [] m_Disabled: 0 attribute: position @@ -1306,361 +1173,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 16_CullingMode_CullUpdate m_Graph: {fileID: 114190878345431950} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n bool alive = - (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)0.1);\n }\n SetAttribute_CAC29747( - /*inout */position, Position_b);\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x10000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x50000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x50001) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x10000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x50000) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x50001) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x50001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x50001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x50000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x50000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x50001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x50000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x50001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\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\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x50001) << 2));\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 * 0x2 + 0x50000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x50001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.2);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_c);\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 28 - valueIndex: 2 - data[0]: 0 - data[1]: 1 - data[2]: -1 - data[3]: 1 - - op: 12 - valueIndex: 3 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 3 - valueIndex: 4 - data[0]: 3 - data[1]: 3 - data[2]: 3 - data[3]: -1 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 12 - data[0]: 4 - data[1]: 5 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 18 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 19 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 21 - data[0]: 6 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 0 - - m_ExpressionIndex: 7 - m_Value: 128 - - m_ExpressionIndex: 10 - m_Value: 0.1 - - m_ExpressionIndex: 12 - m_Value: 0.2 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 5 - m_Value: {x: 5, y: 0, z: 0} - - m_ExpressionIndex: 9 - m_Value: {x: 0.4, y: 0.1, z: 0.1} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -1672,157 +1198,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 6 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 0.06861055, b: 0, a: 1} - key1: {r: 1, g: 0.54480493, b: 0, a: 1} - key2: {r: 1, g: 0, b: 0.08857536, a: 0} - key3: {r: 0.8, g: 0.15294118, b: 0.30175886, a: 0} - key4: {r: 1, g: 0.5615011, b: 0, a: 0} - key5: {r: 1, g: 0, b: 0.16327095, a: 0} - key6: {r: 0.81960785, g: 0.2235294, b: 0.38343623, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 8799 - ctime2: 18521 - ctime3: 28829 - ctime4: 41232 - ctime5: 53802 - ctime6: 65535 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 7 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 14 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} + m_Array: [] m_Bool: m_Array: [] - m_ExposedExpressions: - - nameId: phase_axis - index: 0 - m_Buffers: - - type: 1 - size: 458752 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 327680 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 327680 - structure: 2 - element: 1 - capacity: 65536 - stride: 4 - - type: 1 - size: 458752 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 65536 - structure: 4 - element: 0 - 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m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionLine_0(inout float3 position, inout - uint seed, float3 line_start, float3 line_end, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n position += lerp(line_start, line_end, RAND);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) - /*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_48A7BEFB(inout float angleZ, - float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off - channels:Z */\n{\n angleZ = Angle.x;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 velocity = float3(0,0,0);\n float angleZ = (float)0;\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionLine_0( /*inout - */position, /*inout */seed, float3(0.05,0,0), float3(-0.05,0,0), (float)1);\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2.5);\n }\n {\n SetAttribute_E629755( /*inout - */velocity, float3(0,0.2,0));\n }\n {\n SetAttribute_48A7BEFB( - /*inout */angleZ, (float)180);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x120) << 2,asuint(angleZ));\n attributeBuffer.Store((index - * 0x1 + 0x140) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x1 + 0x160) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x1 + 0x180) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x120) << - 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x1 + 0x140) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x1 + 0x160) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x1 + 0x180) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_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\nCBUFFER_START(parameters)\n - \ float4 uniform_b;\n float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - 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* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x140) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x160) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_y = age / lifetime;\n\t\t\t - \ float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t\t SetAttribute_3278B229( - /*inout */size, tmp_z);\n\t\t\t}\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x140) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store((index * 0x1 - + 0x160) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x180) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x140) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x160) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x180) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_y = age / lifetime;\n\t\t - \ float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t SetAttribute_3278B229( - /*inout */size, tmp_z);\n\t\t}\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\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x140) << - 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0x1 + 0x160) << 2,asuint(age));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x180) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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_USE_TEXINDEX_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_FLIPBOOK 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 TexIndex_a;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 - AttributeFromCurve_E38970BB(inout float texIndex, float age, float lifetime, - float4 TexIndex) /*attribute:texIndex Composition:Overwrite AlphaComposition:Overwrite - SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t - \ float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value - = SampleCurve(TexIndex, t);\n\t\t\t texIndex = value;\n\t\t\t}\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x160) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 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 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 texIndex = (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 + 0x180) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x160) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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 texIndex = (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\tAttributeFromCurve_E38970BB( - /*inout */texIndex, age, lifetime, TexIndex_a);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(4,4);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.25,0.25);\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\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_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_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_ADD 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 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 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\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 + 0x180) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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\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 - \ float tmp_x = position[0];\n\t\t\t\t float tmp_z = tmp_x + (float)0.15;\n\t\t\t\t - \ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = position[2];\n\t\t\t\t - \ float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)60);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(0.01259158,0.8176128,0.001670465));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_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_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\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 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 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\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 + 0x180) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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\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 - \ float tmp_x = position[0];\n\t\t\t\t float tmp_z = tmp_x - (float)0.15;\n\t\t\t\t - \ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = position[2];\n\t\t\t\t - \ float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)60);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(0.01259158,0.8176128,0.001670465));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_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_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\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 - 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\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 - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 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 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\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 + 0x180) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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\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 - \ float tmp_x = position[0];\n\t\t\t\t float tmp_z = tmp_x - (float)0.15;\n\t\t\t\t - \ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = position[2];\n\t\t\t\t - \ float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)60);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(1,1,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x180) << 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 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\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 + 0x180) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x120) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x140) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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\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 - \ float tmp_x = position[0];\n\t\t\t\t float tmp_z = tmp_x - (float)0.15;\n\t\t\t\t - \ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = position[2];\n\t\t\t\t - \ float3 tmp_bc = float3(tmp_z, tmp_ba, tmp_bb);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)60);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(1,1,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - 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Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - 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VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - GPUEventOnDie(float lifetime, float age, bool alive, inout uint eventCount, - uint count, float deltaTime)\n{\n eventCount = (age + deltaTime > lifetime - || !alive) ? count : 0;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x200) << 2));\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount - = (uint)0;\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 - + 0x280) << 2));\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime, age, alive, /*inout - */eventCount, (uint)1, deltaTime_a);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 - + 0x280) << 2,asuint(position));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x240) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x240) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x280) << 2));\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventOnDie(lifetime, - age, alive, /*inout */eventCount, (uint)1, deltaTime_a);\n\t\t eventCount_a - += eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + - 0x240) << 2,uint(alive));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x280) - << 2,asuint(position));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x280) << 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 - size = (float)0.1;\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 - 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 + 0x240) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x280) << 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 - size = (float)0.1;\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 - 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\t\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define - VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n color = Color;\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_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ float3 velocity = float3(0,0,0);\n float3 position = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n float3 - color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 + 0x100) - << 2));\n float3 velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x280) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n {\n float3 tmp_h - = color_source;\n SetAttribute_FDD06EC7( /*inout */color, tmp_h);\n - \ }\n {\n float3 tmp_h = velocity_source;\n float - tmp_i = tmp_h[1];\n float tmp_j = tmp_h[0];\n float3 tmp_l - = float3(tmp_i, tmp_j, (float)0);\n SetAttribute_E629755( /*inout - */velocity, tmp_l);\n }\n {\n float3 tmp_h = position_source;\n - \ SetAttribute_CAC29747( /*inout */position, tmp_h);\n }\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x300) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x8 + 0x100) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x103) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x8 + 0x104) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x300) << 2,asuint(color));\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index * - 0x8 + 0x100) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x8 + 0x103) << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 - + 0x104) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - GPUEventOnDie(float lifetime, float age, bool alive, inout uint eventCount, - uint count, float deltaTime)\n{\n eventCount = (age + deltaTime > lifetime - || !alive) ? count : 0;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x104) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x4 + 0x3) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x100) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x103) << 2));\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount - = (uint)0;\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\tfloat3 velocity_source - = velocity;\n\t\t\tfloat3 position_source = position;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime, age, alive, /*inout - */eventCount, (uint)1, deltaTime_a);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x100) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x103) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x104) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x100) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x103) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x104) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat3 - position_source = position;\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t eventCount = 0u;\n\t\t GPUEventOnDie(lifetime, - age, alive, /*inout */eventCount, (uint)1, deltaTime_a);\n\t\t eventCount_a - += eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x100) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 - + 0x103) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x104) - << 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_VELOCITY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define - VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n - \ float3 color = float3(1,1,1);\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n float3 - velocity_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 + 0x0) - << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x300) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x8 + 0x100) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2.5);\n }\n {\n float3 tmp_u - = velocity_source;\n float3 tmp_v = tmp_u * tmp_u;\n float - tmp_w = tmp_v[2];\n float tmp_x = tmp_v[1];\n float tmp_y - = tmp_w + tmp_x;\n float tmp_z = tmp_v[0];\n float tmp_ba - = tmp_y + tmp_z;\n float tmp_bc = pow(tmp_ba, (float)0.5);\n float2 - tmp_bd = float2(tmp_bc, tmp_bc);\n float2 tmp_bf = tmp_bd * float2(0.8,0.6);\n - \ float2 tmp_bh = tmp_bf * float2(-1,-1);\n float tmp_bi - = tmp_bh[0];\n float tmp_bj = tmp_bh[1];\n float3 tmp_bl - = float3(tmp_bi, tmp_bj, (float)0);\n SetAttribute_E629755( /*inout - */velocity, tmp_bl);\n }\n {\n float3 tmp_u = color_source;\n - \ SetAttribute_FDD06EC7( /*inout */color, tmp_u);\n }\n {\n - \ float3 tmp_u = position_source;\n SetAttribute_CAC29747( - /*inout */position, tmp_u);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x100) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x200) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x300) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x340) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x100) << - 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x200) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x300) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x340) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x1 + 0x300) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\tfloat3 velocity_source - = velocity;\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\tfloat3 position_source - = position;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x200) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x340) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x300) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x300) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x340) << 2));\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat3 color_source - = float3(1,1,1);\n\t\tfloat3 position_source = position;\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x200) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x300) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x300) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - velocity_source = float3(0,0,0);\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\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 + 0x300) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 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 - size = (float)0.1;\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 - velocity_source = float3(0,0,0);\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\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\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 3]Mesh Output' - source: "Shader \"Hidden/VFX/System 3/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x300) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - velocity_source = float3(0,0,0);\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\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 + 0x300) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 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 - size = (float)0.1;\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 - velocity_source = float3(0,0,0);\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\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 - \ SetAttribute_3278B229( /*inout */size, (float)0.095);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x280) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 3]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\tfloat3 position_source - = position;\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 27 - valueIndex: 3 - data[0]: 1 - data[1]: 0 - data[2]: -1 - data[3]: 1 - - op: 23 - valueIndex: 4 - data[0]: 3 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 20 - valueIndex: 8 - data[0]: 4 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 50 - valueIndex: 11 - data[0]: 6 - data[1]: 7 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 5 - valueIndex: 16 - data[0]: 9 - data[1]: -1 - data[2]: 0 - data[3]: 4 - - op: 5 - valueIndex: 17 - data[0]: 9 - data[1]: -1 - data[2]: 1 - data[3]: 4 - - op: 5 - valueIndex: 18 - data[0]: 9 - 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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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_18D(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Volume spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) - /*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_3278B229(inout float size, - float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:X - */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n - \ float size = (float)0.1;\n uint particleId = (uint)0;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n bool alive = - (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,-1.5,0), - (float)0.2, (float)6.283185, (float)0);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)5);\n }\n {\n float tmp_y - = (float)particleId;\n float tmp_ba = tmp_y / (float)100;\n float - tmp_bc = tmp_ba * (float)6.29;\n float tmp_bd = cos(tmp_bc);\n float - tmp_bf = sin(tmp_bc);\n float3 tmp_bg = float3(tmp_bd, (float)1, - tmp_bf);\n float3 tmp_bh = tmp_bg * tmp_bg;\n float tmp_bi - = tmp_bh[2];\n float tmp_bj = tmp_bh[1];\n float tmp_bk - = tmp_bi + tmp_bj;\n float tmp_bl = tmp_bh[0];\n float - tmp_bm = tmp_bk + tmp_bl;\n float tmp_bo = pow(tmp_bm, (float)0.5);\n - \ float tmp_bp = (float)1 / tmp_bo;\n float3 tmp_bq = float3(tmp_bp, - tmp_bp, tmp_bp);\n float3 tmp_br = tmp_bg * tmp_bq;\n float3 - tmp_bt = tmp_br * float3(0.5,0.5,0.5);\n SetAttribute_E629755( /*inout - */velocity, tmp_bt);\n }\n {\n SetAttribute_3278B229( - /*inout */size, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x40000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x90000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x1 + 0xA0000) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0xB0000) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0xF0000) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x40000) - << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x50000) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x90000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + 0xA0000) << - 2,asuint(age));\n attributeBuffer.Store3((index * 0x4 + 0xB0000) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0xF0000) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_COLOR_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n float gradient_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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 ColorOverLife_267AB(float - age, float lifetime, inout float3 color, float gradient) /*mode:Color ColorComposition:Overwrite - AlphaComposition:Multiply */\n{\n \n float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n color = sampledColor.rgb;\n \n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xF0000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA0000) << 2));\n\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xB0000) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_0( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, float3(0,-2,0), - float3(0.09950372,0.9950371,0), (float)0.8, (float)0.2, (float)0, deltaTime_a, - (float)1, (float)0, float4(0.09950372,0.9950371,0,-1.990074));\n\t\t\t}\n\t\t\tColorOverLife_267AB(age, - lifetime, /*inout */color, gradient_c);\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xA0000) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0xB0000) << 2,asuint(color));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xF0000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA0000) << 2));\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xB0000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xF0000) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t Gravity( /*inout */velocity, float3(0,-9.81,0), - deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionPlane_0( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, float3(0,-2,0), float3(0.09950372,0.9950371,0), - (float)0.8, (float)0.2, (float)0, deltaTime_a, (float)1, (float)0, float4(0.09950372,0.9950371,0,-1.990074));\n\t\t}\n\t\tColorOverLife_267AB(age, - lifetime, /*inout */color, gradient_c);\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x50000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0xA0000) << - 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0xB0000) << 2,asuint(color));\n\t\tattributeBuffer.Store((index - * 0x1 + 0xF0000) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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 USE_SOFT_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xF0000) << 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\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 + 0xF0000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 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\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\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)0.6666667;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_VELOCITY_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_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA - 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define - TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_CAC29747(inout float3 position, float3 - Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xF0000) << 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 targetPosition = float3(0,0,0);\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 + 0xF0000) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 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 targetPosition = float3(0,0,0);\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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc - (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Point Output' - source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA - 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if 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\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xF0000) << 2));\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 + 0xF0000) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_y = position[0];\n\t\t\t\t float tmp_z = position[1];\n\t\t\t\t - \ float tmp_bb = position[2];\n\t\t\t\t float tmp_bc = (float)6 + tmp_bb;\n\t\t\t\t - \ float tmp_be = tmp_bc + (float)2;\n\t\t\t\t float3 tmp_bf = float3(tmp_y, - tmp_z, tmp_be);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bf);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)0.5;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_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 USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA - 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xF0000) << 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\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 + 0xF0000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x90000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xB0000) << 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\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 - \ float tmp_z = position[0];\n\t\t\t\t float tmp_ba = position[1];\n\t\t\t\t - \ float tmp_bc = position[2];\n\t\t\t\t float tmp_bd = (float)6 + tmp_bc;\n\t\t\t\t - \ float tmp_bf = tmp_bd - (float)9;\n\t\t\t\t float3 tmp_bg = float3(tmp_z, - tmp_ba, tmp_bf);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat - invSoftParticlesFadeDistance = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invSoftParticlesFadeDistance = (float)0.6666667;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 6 - data[0]: -1 - 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!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ uint particleId = (uint)0;\n bool alive = (bool)true;\n float - age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n float tmp_x - = RAND;\n uint tmp_y = particleId ^ asuint(uniform_b);\n float - tmp_z = FixedRand(tmp_y);\n uint tmp_ba = particleId ^ asuint(uniform_c);\n - \ float tmp_bb = FixedRand(tmp_ba);\n float3 tmp_bc = float3(tmp_x, - tmp_z, tmp_bb);\n SetAttribute_CAC29747( /*inout */position, tmp_bc);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x4E40) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0x4E43) << 2,asuint(particleId));\n - \ attributeBuffer.Store((index * 0x1 + 0x18740) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1D580) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x4E40) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x4E43) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x1 + 0x18740) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x1D580) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18740) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x1D580) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1D580) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x18740) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x18740) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x1D580) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x18740) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x1D580) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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\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 + 0x4E40) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x4E43) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18740) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18740) << 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 + 0x4E40) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x4E43) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_x = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_y = - FixedRand(tmp_x);\n\t\t\t\t float3 tmp_ba = float3(tmp_y, (float)1, (float)1);\n\t\t\t\t - \ float3 tmp_bb = HSVtoRGB(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb[0];\n\t\t\t\t - \ float tmp_bd = tmp_bb[1];\n\t\t\t\t float tmp_be = tmp_bb[2];\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_bc, tmp_bd, tmp_be);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bf);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.01);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t Orient_4( /*inout - */axisX, /*inout */axisY, /*inout */axisZ, float3(0.7071068,0,0.7071068), - float3(0,1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\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\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 + 0x4E40) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x4E43) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18740) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x18740) << 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 + 0x4E40) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x4E43) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_x = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_y = - FixedRand(tmp_x);\n\t\t\t\t float3 tmp_ba = float3(tmp_y, (float)1, (float)1);\n\t\t\t\t - \ float3 tmp_bb = HSVtoRGB(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb[0];\n\t\t\t\t - \ float tmp_bd = tmp_bb[1];\n\t\t\t\t float tmp_be = tmp_bb[2];\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_bc, tmp_bd, tmp_be);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bf);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.01);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t Orient_4( /*inout - */axisX, /*inout */axisY, /*inout */axisZ, float3(0.7071068,0,0.7071068), - float3(0,1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a - 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\ attributeBuffer.Store3((index * 0x8 + 0x4000) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC000) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x10000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x8 + 0x4003) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x8 + 0x4004) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x8 + 0x4000) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(color));\n attributeBuffer.Store((index * - 0x1 + 0x10000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x4003) << 2,uint(alive));\n attributeBuffer.Store((index * 0x8 - + 0x4004) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Drag_0(inout float3 velocity, float mass, float dragCoefficient, float deltaTime) - /*UseParticleSize:False */\n{\n velocity *= max(0.0,(1.0 - (dragCoefficient - * deltaTime) / mass));\n}\nvoid Gravity(inout float3 velocity, float3 Force, - float deltaTime)\n{\n velocity += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x4003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4000) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x10000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4004) << 2));\n\t\t\tfloat3 velocity_source = velocity;\n\t\t\tfloat3 - position_source = position;\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ Drag_0( /*inout */velocity, mass, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x4004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x4003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4000) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x10000) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x4003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4004) << 2));\n\t\tfloat3 velocity_source = velocity;\n\t\tfloat3 - position_source = position;\n\t\tfloat3 color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Drag_0( /*inout */velocity, mass, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-1,0), deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4000) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4003) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4004) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_MOTION_VECTORS_PASS 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\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_b;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 + 0x4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x10000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x4003) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4004) << 2));\n\t\t\t\t\t\tfloat3 - velocity_source = float3(0,0,0);\n\t\t\t\t\t\tfloat3 position_source = position;\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 * 0x8 + 0x4003) << 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 + 0x4000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xC000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x10000) << 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 - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4004) << 2));\n\t\t\t\t\t\tfloat3 - velocity_source = float3(0,0,0);\n\t\t\t\t\t\tfloat3 position_source = position;\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\t{\n\t\t\t\t - \ float tmp_z = age / lifetime;\n\t\t\t\t float tmp_ba = SampleCurve(uniform_b,tmp_z);\n\t\t\t\t - \ float3 tmp_bb = float3(tmp_ba, tmp_ba, tmp_ba);\n\t\t\t\t float3 tmp_bc - = tmp_bb * color;\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\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_SEED_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_E6295C0(inout float3 velocity, inout - uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x4 + 0x3) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_v = position_source;\n - \ SetAttribute_CAC29747( /*inout */position, tmp_v);\n }\n - \ {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)0.5, (float)1);\n }\n {\n SetAttribute_E6295C0( - /*inout */velocity, /*inout */seed, float3(-0.1,-0.1,-0.1), float3(0.1,0.1,0.1));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x8000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x9000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x8000) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x9000) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x8000) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9000) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\tfloat3 - position_source = position;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x4) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x8000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x9000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + - 0x4) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_a;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size, - t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x8000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 position_source = position;\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 + 0x3) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x8000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 position_source = position;\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\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_a);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(1,1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 7 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - 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samplerCamera_depthBuffer_d;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\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 PositionDepth_18D(inout float3 - position, inout uint seed, inout bool alive, float ZMultiplier, float2 Camera_pixelDimensions, - VFXSampler2D Camera_depthBuffer, float4x4 ClipToVFX) /*camera:Main mode:Random - cullMode:FarPlane inheritSceneColor:False */\n{\n \n float2 uvs = RAND2;\n - \ \n float2 projpos = uvs * 2.0f - 1.0f;\n \t\t\t\t\n float depth - = LoadTexture(Camera_depthBuffer,int3(uvs*Camera_pixelDimensions, 0)).r;\n #if - UNITY_REVERSED_Z\n depth = 1.0f - depth; // reversed z\n #endif\n // - cull on far plane\n if (depth >= 1.0f - VFX_EPSILON)\n {\n alive - = false;\n return;\n }\n \n float4 clipPos = - float4(projpos,depth * ZMultiplier * 2.0f - 1.0f,1.0f);\n float4 vfxPos = - mul(ClipToVFX,clipPos);\n position = vfxPos.xyz / vfxPos.w;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float size = (float)0.1;\n float3 color = float3(1,1,1);\n - \ float3 position = float3(0,0,0);\n uint seed = (uint)0;\n bool - alive = (bool)true;\n float3 velocity = float3(0,0,0);\n float - age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)5);\n }\n {\n SetAttribute_3278B229( - 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2,asuint(lifetime));\n attributeBuffer.Store((index * 0x1 + 0x24A00) - << 2,asuint(size));\n attributeBuffer.Store3((index * 0x4 + 0x49400) - << 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0xDBC00) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x16E400) - << 2,uint(alive));\n attributeBuffer.Store3((index * 0x4 + 0x192E00) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x192E03) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 ViewToVFX_a;\n float4x4 VFXToView_a;\n float4x4 ViewToClip_a;\n - \ float4x4 ClipToView_a;\n float3 Force_b;\n float deltaTime_a;\n float2 - Camera_pixelDimensions_a;\n float Camera_nearPlane_a;\n float Camera_farPlane_a;\nCBUFFER_END\nTexture2D - Camera_depthBuffer_a;\nSamplerState samplerCamera_depthBuffer_a;\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - CollisionDepth_18D(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float Elasticity, float Friction, float LifetimeLoss, float - deltaTime, float radius, float Camera_nearPlane, float Camera_farPlane, float2 - Camera_pixelDimensions, VFXSampler2D Camera_depthBuffer, float4x4 ViewToVFX, - float4x4 VFXToView, float4x4 ViewToClip, float4x4 ClipToView) /*camera:Main - surfaceThickness:Infinite mode:Solid radiusMode:FromSize roughSurface:False - */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 - viewPos = mul(VFXToView,float4(nextPos,1.0f));\n \n float4 projPos = mul(ViewToClip,float4(viewPos,1.0f));\n - \ projPos.xyz /= projPos.w;\n float2 aProjPos = abs(projPos.xy);\n \n - \ if (aProjPos.x < 1.0f && aProjPos.y < 1.0f) // visible on screen\n {\n - \ float2 uv = projPos.xy * 0.5f + 0.5f;\n float depth = LoadTexture(Camera_depthBuffer,int3(uv*Camera_pixelDimensions, - 0)).r;\n #if UNITY_REVERSED_Z\n depth = 1.0f - depth; // reversed - z\n #endif\n \n const float n = Camera_nearPlane;\n const - float f = Camera_farPlane;\n float linearEyeDepth = n * f / (depth * - (n - f) + f);\n if (viewPos.z > linearEyeDepth - radius)\n {\n - \ const float2 pixelOffset = 2.0f / Camera_pixelDimensions;\n \n - 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\ \n viewPos *= 1.0f - radius / linearEyeDepth; // Push based on - radius\n position = mul(ViewToVFX,float4(viewPos,1.0f)).xyz;\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 }\n}\nvoid Gravity(inout float3 - velocity, float3 Force, float deltaTime)\n{\n velocity += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x1 + 0x16E400) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat size - = asfloat(attributeBuffer.Load((index * 0x1 + 0x24A00) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBC00) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x192E00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x192E03) << 2));\n\t\t\tfloat - scaleZ = (float)1;\n\t\t\tfloat scaleY = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_bh = max(scaleY, scaleX);\n\t\t\t float tmp_bi = max(scaleZ, - tmp_bh);\n\t\t\t float tmp_bj = tmp_bi * size;\n\t\t\t float tmp_bk = - tmp_bj * (float)0.5;\n\t\t\t CollisionDepth_18D( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, (float)0.5, (float)0, (float)0, deltaTime_a, - tmp_bk, Camera_nearPlane_a, Camera_farPlane_a, Camera_pixelDimensions_a, GetVFXSampler(Camera_depthBuffer_a, - samplerCamera_depthBuffer_a), ViewToVFX_a, VFXToView_a, ViewToClip_a, ClipToView_a);\n\t\t\t}\n\t\t\tGravity( - /*inout */velocity, Force_b, deltaTime_a);\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xDBC00) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x192E00) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x192E03) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16E400) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index * - 0x1 + 0x24A00) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xDBC00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x16E400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x192E00) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x192E03) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = - (float)1;\n\t\tfloat scaleX = (float)1;\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_bh = max(scaleY, scaleX);\n\t\t - \ float tmp_bi = max(scaleZ, tmp_bh);\n\t\t float tmp_bj = tmp_bi * size;\n\t\t - \ float tmp_bk = tmp_bj * (float)0.5;\n\t\t CollisionDepth_18D( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, (float)0.5, (float)0, - (float)0, deltaTime_a, tmp_bk, Camera_nearPlane_a, Camera_farPlane_a, Camera_pixelDimensions_a, - GetVFXSampler(Camera_depthBuffer_a, samplerCamera_depthBuffer_a), ViewToVFX_a, - VFXToView_a, ViewToClip_a, ClipToView_a);\n\t\t}\n\t\tGravity( /*inout */velocity, - Force_b, deltaTime_a);\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xDBC00) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16E400) - << 2,uint(alive));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x192E00) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x192E03) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_ALIVE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_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_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_WORLD_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\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 * 0x1 + 0x24A00) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x49400) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBC00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x16E400) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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 + 0x16E400) << 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 * 0x1 + 0x24A00) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x49400) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBC00) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBC00) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 7 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 3 - data[0]: 1 - 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element: 0 - - name: alive - type: 17 - offset: - bucket: 1500160 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 1650176 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 1650176 - structure: 4 - element: 3 - capacity: 150016 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 150000 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 150000 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 150000 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 150000 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1639,146 +738,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 46 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 150000 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 53 - - nameId: bounds_size - index: 52 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: Color_c - index: 49 - - nameId: Camera_pixelDimensions_d - index: 48 - - nameId: ClipToVFX_d - index: 54 - - nameId: Camera_depthBuffer_d - index: 47 - params: - - nameId: bounds_center - index: 53 - - nameId: bounds_size - index: 52 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 43 - - nameId: Camera_nearPlane_a - index: 6 - - nameId: Camera_farPlane_a - index: 7 - - nameId: Camera_pixelDimensions_a - index: 48 - - nameId: ViewToVFX_a - index: 40 - - nameId: VFXToView_a - index: 44 - - nameId: ViewToClip_a - index: 34 - - nameId: ClipToView_a - index: 39 - - nameId: Force_b - index: 45 - - nameId: Camera_depthBuffer_a - index: 47 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: [] - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 55 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614530 MonoBehaviour: m_ObjectHideFlags: 0 @@ -2995,7 +1955,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614912} + - {fileID: 8926484042661614917} m_OutputSlots: [] m_Disabled: 1 attribute: position @@ -3003,7 +1963,7 @@ MonoBehaviour: Source: 0 Random: 0 channels: 6 ---- !u!114 &8926484042661614912 +--- !u!114 &8926484042661614916 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -3012,35 +1972,67 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614916} + m_MasterData: + m_Owner: {fileID: 114131763552434164} + m_Value: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 5 + m_Space: 2147483647 + m_Property: + name: Lifetime + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614917 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 0} m_Children: - - {fileID: 8926484042661614913} - - {fileID: 8926484042661614914} - - {fileID: 8926484042661614915} + - {fileID: 8926484042661614918} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614912} + m_MasterSlot: {fileID: 8926484042661614917} m_MasterData: m_Owner: {fileID: 8926484042661614911} m_Value: m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.5,"z":0.0}' - m_Space: 2147483647 + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":0.0,"y":0.5,"z":0.0}}' + m_Space: 1 m_Property: name: Position m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614913 +--- !u!114 &8926484042661614918 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -3049,15 +2041,18 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614912} - m_Children: [] + m_Parent: {fileID: 8926484042661614917} + m_Children: + - {fileID: 8926484042661614919} + - {fileID: 8926484042661614920} + - {fileID: 8926484042661614921} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614912} + m_MasterSlot: {fileID: 8926484042661614917} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -3066,14 +2061,20 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: x + name: position m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614914 +--- !u!114 &8926484042661614919 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -3085,12 +2086,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614912} + m_Parent: {fileID: 8926484042661614918} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614912} + m_MasterSlot: {fileID: 8926484042661614917} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -3099,14 +2100,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: y + name: x m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614915 +--- !u!114 &8926484042661614920 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -3118,12 +2119,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614912} + m_Parent: {fileID: 8926484042661614918} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614912} + m_MasterSlot: {fileID: 8926484042661614917} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -3132,14 +2133,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: z + name: y m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614916 +--- !u!114 &8926484042661614921 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -3151,22 +2152,21 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661614918} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614916} + m_MasterSlot: {fileID: 8926484042661614917} m_MasterData: - m_Owner: {fileID: 114131763552434164} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 5 + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: Lifetime + name: z m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx index 954c3526946..e37f6ce9182 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/22_Prewarm_High.vfx @@ -357,8 +357,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -838,1326 +840,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 22_Prewarm_None m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\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_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_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\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n float3 velocity - = float3(0,0,0);\n float3 color = float3(1,1,1);\n uint particleId - = (uint)0;\n float3 targetPosition = float3(0,0,0);\n float age - = (float)0;\n uint seed = (uint)0;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_CAC29747( /*inout */position, - float3(0.44,0.2,0));\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)8);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n uint tmp_bd - = particleId ^ asuint(uniform_b);\n float tmp_be = FixedRand(tmp_bd);\n - \ float tmp_bg = tmp_be * (float)0.05000001;\n float tmp_bh - = (float)0.96 + tmp_bg;\n float3 tmp_bi = float3(tmp_bh, tmp_bh, - tmp_bh);\n float3 tmp_bj = float3(-0.1746222,0.1789053,0) * tmp_bi;\n - \ SetAttribute_E629755( /*inout */velocity, tmp_bj);\n }\n - \ {\n uint tmp_bc = particleId ^ asuint(uniform_d);\n float - tmp_bd = FixedRand(tmp_bc);\n float tmp_bf = tmp_bd * (float)0.2;\n - \ float tmp_bg = (float)-0.1 + tmp_bf;\n float tmp_bh = - uniform_c + tmp_bg;\n float3 tmp_bj = float3(tmp_bh, (float)1, (float)1);\n - \ float3 tmp_bk = HSVtoRGB(tmp_bj);\n float tmp_bl = tmp_bk[0];\n - \ float tmp_bm = tmp_bk[1];\n float tmp_bn = tmp_bk[2];\n - \ float3 tmp_bo = float3(tmp_bl, tmp_bm, tmp_bn);\n SetAttribute_FDD06EC7( - /*inout */color, tmp_bo);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x400) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x8 + 0x500) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0xD00) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x1100) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x8 + 0x504) << 2,asuint(seed));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x400) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0xD00) << - 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x1100) << - 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x8 + 0x503) - << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x504) << 2,asuint(seed));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_TARGETPOSITION_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_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\nCBUFFER_START(parameters)\n - \ float deltaTime_d;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3 - TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid - GPUEventAlways(inout uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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 CollisionPlane_1(inout float3 position, - inout float3 velocity, inout float age, float lifetime, inout uint seed, float3 - Plane_position, float3 Plane_normal, float Elasticity, float Friction, float - LifetimeLoss, float Roughness, float deltaTime, float colliderSign, float radius, - float4 plane) /*mode:Solid radiusMode:None roughSurface:True */\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 float3 randomNormal = normalize(RAND3 * 2.0f - - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\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 KillSphere_0(float3 position, - inout bool alive, float3 Sphere_center, float Sphere_radius, float colliderSign) - /*mode:Solid */\n{\n \n float3 dir = position - Sphere_center;\n float - sqrLength = dot(dir, dir);\n if (colliderSign * sqrLength <= colliderSign - * Sphere_radius * Sphere_radius)\n alive = false;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x400) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x500) << 2));\n\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x503) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0x504) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_z = position[0];\n\t\t\t - \ float tmp_ba = position[1];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, - (float)0);\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( - /*inout */targetPosition, position);\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 Gravity( /*inout */velocity, float3(0,-0.0613125,0), - deltaTime_d);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_AA7D638( /*inout */velocity, - float3(0,0,0));\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_1( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, float3(-0.2113397,0.005,0), - float3(0.8660254,0.5,0), (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, - (float)1, (float)0, float4(0.8660254,0.5,0,-0.1805256));\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t\t}\n\t\t\t{\n\t\t\t KillSphere_0(position, - \ /*inout */alive, float3(0.05468798,-0.4019351,0), (float)0.04, (float)1);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 - + 0x504) << 2,asuint(seed));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) - eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x500) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1100) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = - (uint)0;\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x503) - << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x504) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ float tmp_z = position[0];\n\t\t float tmp_ba = position[1];\n\t\t float3 - tmp_bc = float3(tmp_z, tmp_ba, (float)0);\n\t\t SetAttribute_CAC29747( /*inout - */position, tmp_bc);\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - position);\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 - \ Gravity( /*inout */velocity, float3(0,-0.0613125,0), deltaTime_d);\n\t\t}\n\t\t{\n\t\t - \ SetAttribute_AA7D638( /*inout */velocity, float3(0,0,0));\n\t\t}\n\t\t{\n\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(-0.2113397,0.005,0), float3(0.8660254,0.5,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(0.8660254,0.5,0,-0.1805256));\n\t\t}\n\t\t{\n\t\t CollisionPlane_1( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), (float)0.8, - (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t}\n\t\t{\n\t\t - \ KillSphere_0(position, /*inout */alive, float3(0.05468798,-0.4019351,0), - (float)0.04, (float)1);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x504) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) << - 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 uniform_b;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.015);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_ba = targetPosition - position;\n\t\t\t\t float3 tmp_bb = - uniform_b * tmp_ba;\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_CAC02F9E(inout - float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source - Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float3 targetPosition = float3(0,0,0);\n float3 position = float3(0,0,0);\n - \ float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 - + 0x1100) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0xD00) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_h = targetPosition_source;\n - \ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_h);\n }\n - \ {\n float3 tmp_h = position_source;\n SetAttribute_CAC02F9E( - /*inout */position, tmp_h);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)0.3);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n float3 tmp_h - = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_h);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x1800000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0xC + 0x8) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x1A00000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1C00000) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0xC + 0x0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index - * 0xC + 0x4) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x1800000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0x1C00000) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x1800000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1C00000) << 2));\n\t\t\tfloat3 targetPosition_source = float3(0,0,0);\n\t\t\tfloat3 - position_source = float3(0,0,0);\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAge( - /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) << - 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1A00000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = - deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x1C00000) << 2));\n\t\tfloat3 - targetPosition_source = float3(0,0,0);\n\t\tfloat3 position_source = float3(0,0,0);\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Line Output' - source: "Shader \"Hidden/VFX/System 5/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\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_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x1A00000) << 2));\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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 + 0x1A00000) << 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 targetPosition - = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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, - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -838,1326 +840,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 22_Prewarm_None m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\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_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_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\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - 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channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n float3 velocity - = float3(0,0,0);\n float3 color = float3(1,1,1);\n uint particleId - = (uint)0;\n float3 targetPosition = float3(0,0,0);\n float age - = (float)0;\n uint seed = (uint)0;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_CAC29747( /*inout */position, - float3(0.44,0.2,0));\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)8);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n uint tmp_bd - = particleId ^ asuint(uniform_b);\n float tmp_be = FixedRand(tmp_bd);\n - \ float tmp_bg = tmp_be * (float)0.05000001;\n float tmp_bh - = (float)0.96 + tmp_bg;\n float3 tmp_bi = float3(tmp_bh, tmp_bh, - tmp_bh);\n float3 tmp_bj = float3(-0.1746222,0.1789053,0) * tmp_bi;\n - 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* 0x4 + 0x1100) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x8 + 0x504) << 2,asuint(seed));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x400) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0xD00) << - 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x1100) << - 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x8 + 0x503) - << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x504) << 2,asuint(seed));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 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Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3 - TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid - GPUEventAlways(inout uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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 CollisionPlane_1(inout float3 position, - inout float3 velocity, inout float age, float lifetime, inout uint seed, float3 - Plane_position, float3 Plane_normal, float Elasticity, float Friction, float - LifetimeLoss, float Roughness, float deltaTime, float colliderSign, float radius, - float4 plane) /*mode:Solid radiusMode:None roughSurface:True */\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 float3 randomNormal = normalize(RAND3 * 2.0f - - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\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 KillSphere_0(float3 position, - inout bool alive, float3 Sphere_center, float Sphere_radius, float colliderSign) - /*mode:Solid */\n{\n \n float3 dir = position - Sphere_center;\n float - sqrLength = dot(dir, dir);\n if (colliderSign * sqrLength <= colliderSign - * Sphere_radius * Sphere_radius)\n alive = false;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x400) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x500) << 2));\n\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x503) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0x504) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_z = position[0];\n\t\t\t - \ float tmp_ba = position[1];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, - (float)0);\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( - /*inout */targetPosition, position);\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 Gravity( /*inout */velocity, float3(0,-0.0613125,0), - deltaTime_d);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_AA7D638( /*inout */velocity, - float3(0,0,0));\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_1( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, float3(-0.2113397,0.005,0), - float3(0.8660254,0.5,0), (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, - (float)1, (float)0, float4(0.8660254,0.5,0,-0.1805256));\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t\t}\n\t\t\t{\n\t\t\t KillSphere_0(position, - \ /*inout */alive, float3(0.05468798,-0.4019351,0), (float)0.04, (float)1);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 - + 0x504) << 2,asuint(seed));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) - eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x500) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1100) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = - (uint)0;\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x503) - << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x504) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ float tmp_z = position[0];\n\t\t float tmp_ba = position[1];\n\t\t float3 - tmp_bc = float3(tmp_z, tmp_ba, (float)0);\n\t\t SetAttribute_CAC29747( /*inout - */position, tmp_bc);\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - position);\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 - \ Gravity( /*inout */velocity, float3(0,-0.0613125,0), deltaTime_d);\n\t\t}\n\t\t{\n\t\t - \ SetAttribute_AA7D638( /*inout */velocity, float3(0,0,0));\n\t\t}\n\t\t{\n\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(-0.2113397,0.005,0), float3(0.8660254,0.5,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(0.8660254,0.5,0,-0.1805256));\n\t\t}\n\t\t{\n\t\t CollisionPlane_1( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), (float)0.8, - (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t}\n\t\t{\n\t\t - \ KillSphere_0(position, /*inout */alive, float3(0.05468798,-0.4019351,0), - (float)0.04, (float)1);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x504) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) << - 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 uniform_b;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.015);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_ba = targetPosition - position;\n\t\t\t\t float3 tmp_bb = - uniform_b * tmp_ba;\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_CAC02F9E(inout - float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source - Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float3 targetPosition = float3(0,0,0);\n float3 position = float3(0,0,0);\n - \ float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 - + 0x1100) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0xD00) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_h = targetPosition_source;\n - \ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_h);\n }\n - \ {\n float3 tmp_h = position_source;\n SetAttribute_CAC02F9E( - /*inout */position, tmp_h);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)0.3);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n float3 tmp_h - = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_h);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x1800000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0xC + 0x8) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x1A00000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1C00000) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0xC + 0x0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index - * 0xC + 0x4) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x1800000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0x1C00000) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x1800000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1C00000) << 2));\n\t\t\tfloat3 targetPosition_source = float3(0,0,0);\n\t\t\tfloat3 - position_source = float3(0,0,0);\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAge( - /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) << - 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1A00000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = - deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x1C00000) << 2));\n\t\tfloat3 - targetPosition_source = float3(0,0,0);\n\t\tfloat3 position_source = float3(0,0,0);\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Line Output' - source: "Shader \"Hidden/VFX/System 5/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\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_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x1A00000) << 2));\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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 + 0x1A00000) << 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 targetPosition - = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 8 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 62 - valueIndex: 2 - data[0]: 0 - data[1]: 1 - data[2]: -1 - data[3]: 6 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 5 - valueIndex: 7 - data[0]: 3 - data[1]: -1 - data[2]: 2 - data[3]: 4 - - op: 5 - valueIndex: 8 - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -838,1326 +840,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 22_Prewarm_None m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\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_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_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\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float lifetime = (float)1;\n float3 velocity - = float3(0,0,0);\n float3 color = float3(1,1,1);\n uint particleId - = (uint)0;\n float3 targetPosition = float3(0,0,0);\n float age - = (float)0;\n uint seed = (uint)0;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_CAC29747( /*inout */position, - float3(0.44,0.2,0));\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)8);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n uint tmp_bd - = particleId ^ asuint(uniform_b);\n float tmp_be = FixedRand(tmp_bd);\n - \ float tmp_bg = tmp_be * (float)0.05000001;\n float tmp_bh - = (float)0.96 + tmp_bg;\n float3 tmp_bi = float3(tmp_bh, tmp_bh, - tmp_bh);\n float3 tmp_bj = float3(-0.1746222,0.1789053,0) * tmp_bi;\n - \ SetAttribute_E629755( /*inout */velocity, tmp_bj);\n }\n - \ {\n uint tmp_bc = particleId ^ asuint(uniform_d);\n float - tmp_bd = FixedRand(tmp_bc);\n float tmp_bf = tmp_bd * (float)0.2;\n - \ float tmp_bg = (float)-0.1 + tmp_bf;\n float tmp_bh = - uniform_c + tmp_bg;\n float3 tmp_bj = float3(tmp_bh, (float)1, (float)1);\n - \ float3 tmp_bk = HSVtoRGB(tmp_bj);\n float tmp_bl = tmp_bk[0];\n - \ float tmp_bm = tmp_bk[1];\n float tmp_bn = tmp_bk[2];\n - \ float3 tmp_bo = float3(tmp_bl, tmp_bm, tmp_bn);\n SetAttribute_FDD06EC7( - /*inout */color, tmp_bo);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x400) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x8 + 0x500) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0xD00) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x1100) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x8 + 0x504) << 2,asuint(seed));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x400) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0xD00) << - 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x1100) << - 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x8 + 0x503) - << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x504) << 2,asuint(seed));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_TARGETPOSITION_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SEED_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\nCBUFFER_START(parameters)\n - \ float deltaTime_d;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3 - TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid - GPUEventAlways(inout uint eventCount, uint count)\n{\n eventCount = count;\n}\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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 CollisionPlane_1(inout float3 position, - inout float3 velocity, inout float age, float lifetime, inout uint seed, float3 - Plane_position, float3 Plane_normal, float Elasticity, float Friction, float - LifetimeLoss, float Roughness, float deltaTime, float colliderSign, float radius, - float4 plane) /*mode:Solid radiusMode:None roughSurface:True */\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 float3 randomNormal = normalize(RAND3 * 2.0f - - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\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 KillSphere_0(float3 position, - inout bool alive, float3 Sphere_center, float Sphere_radius, float colliderSign) - /*mode:Solid */\n{\n \n float3 dir = position - Sphere_center;\n float - sqrLength = dot(dir, dir);\n if (colliderSign * sqrLength <= colliderSign - * Sphere_radius * Sphere_radius)\n alive = false;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x400) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x500) << 2));\n\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x503) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0x504) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_z = position[0];\n\t\t\t - \ float tmp_ba = position[1];\n\t\t\t float3 tmp_bc = float3(tmp_z, tmp_ba, - (float)0);\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t}\n\t\t\tSetAttribute_2CF4000A( - /*inout */targetPosition, position);\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 Gravity( /*inout */velocity, float3(0,-0.0613125,0), - deltaTime_d);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_AA7D638( /*inout */velocity, - float3(0,0,0));\n\t\t\t}\n\t\t\t{\n\t\t\t CollisionPlane_1( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, /*inout */seed, float3(-0.2113397,0.005,0), - float3(0.8660254,0.5,0), (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, - (float)1, (float)0, float4(0.8660254,0.5,0,-0.1805256));\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t\t}\n\t\t\t{\n\t\t\t KillSphere_0(position, - \ /*inout */alive, float3(0.05468798,-0.4019351,0), (float)0.04, (float)1);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_d);\n\t\t\tAge( /*inout */age, deltaTime_d);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x8 - + 0x504) << 2,asuint(seed));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; ++i) - eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x400) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x500) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1100) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = - (uint)0;\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x503) - << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 + 0x504) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ float tmp_z = position[0];\n\t\t float tmp_ba = position[1];\n\t\t float3 - tmp_bc = float3(tmp_z, tmp_ba, (float)0);\n\t\t SetAttribute_CAC29747( /*inout - */position, tmp_bc);\n\t\t}\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - position);\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 - \ Gravity( /*inout */velocity, float3(0,-0.0613125,0), deltaTime_d);\n\t\t}\n\t\t{\n\t\t - \ SetAttribute_AA7D638( /*inout */velocity, float3(0,0,0));\n\t\t}\n\t\t{\n\t\t - \ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(-0.2113397,0.005,0), float3(0.8660254,0.5,0), - (float)0.8, (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, - float4(0.8660254,0.5,0,-0.1805256));\n\t\t}\n\t\t{\n\t\t CollisionPlane_1( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(0.2113837,-0.1949246,0), float3(-0.8616292,0.5075383,0), (float)0.8, - (float)0, (float)0, (float)0.05, deltaTime_d, (float)1, (float)0, float4(-0.8616292,0.5075383,0,-0.2810661));\n\t\t}\n\t\t{\n\t\t - \ KillSphere_0(position, /*inout */alive, float3(0.05468798,-0.4019351,0), - (float)0.04, (float)1);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_d);\n\t\tAge( /*inout */age, deltaTime_d);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x500) << - 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1100) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x503) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x504) << 2,asuint(seed));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) << - 2,uint(alive));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 uniform_b;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\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\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD00) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1100) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.015);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_ba = targetPosition - position;\n\t\t\t\t float3 tmp_bb = - uniform_b * tmp_ba;\n\t\t\t\t float3 tmp_bc = position + tmp_bb;\n\t\t\t\t - \ SetAttribute_CAC29747( /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_TARGETPOSITION_SOURCE 1\n#define VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_CAC02F9E(inout - float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source - Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E89EAA93(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n{\n lifetime *= Lifetime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float3 targetPosition = float3(0,0,0);\n float3 position = float3(0,0,0);\n - \ float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n float3 - targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 - + 0x1100) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0xD00) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_h = targetPosition_source;\n - \ SetAttribute_2CF667B3( /*inout */targetPosition, tmp_h);\n }\n - \ {\n float3 tmp_h = position_source;\n SetAttribute_CAC02F9E( - /*inout */position, tmp_h);\n }\n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)0.3);\n }\n {\n SetAttribute_E89EAA93( - /*inout */lifetime, (float)4);\n }\n {\n float3 tmp_h - = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_h);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(targetPosition));\n - \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x1800000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0xC + 0x8) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x1A00000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x1C00000) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0xC + 0x0) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index - * 0xC + 0x4) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x1800000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0x1C00000) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x1800000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1C00000) << 2));\n\t\t\tfloat3 targetPosition_source = float3(0,0,0);\n\t\t\tfloat3 - position_source = float3(0,0,0);\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAge( - /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) << - 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1A00000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = - deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1A00000) << 2));\n\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x1C00000) << 2));\n\t\tfloat3 - targetPosition_source = float3(0,0,0);\n\t\tfloat3 position_source = float3(0,0,0);\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x1A00000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x1C00000) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Line Output' - source: "Shader \"Hidden/VFX/System 5/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\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_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x1A00000) << 2));\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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 + 0x1A00000) << 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 targetPosition - = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 targetPosition_source = targetPosition;\n\t\t\t\t\t\tfloat3 - position_source = position;\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\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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, - 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float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n PositionSphere_0( /*inout */position, - \ /*inout */seed, /*inout */direction, ArcSphere_sphere_center_b, (float)1.25, - (float)6.283185, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0xA000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x4 + 0xA003) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0xA000) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x2003) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0xA003) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float - deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D DistanceField_a;\nSamplerState - samplerDistanceField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - ConformToSDF(inout float3 velocity, float3 position, float mass, VFXSampler3D - DistanceField, float4x4 InvFieldTransform, float4x4 FieldTransform, float attractionSpeed, - float attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n - \ \n float3 tPos = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ float3 coord = saturate(tPos + 0.5f);\n float dist = SampleSDF(DistanceField, - coord);\n \n float3 absPos = abs(tPos);\n float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n - \ float3 dir;\n if (outsideDist > 0.5f) // Check wether point is outside - the box\n {\n // in that case just move towards center\n dist - += outsideDist - 0.5f;\n dir = normalize(float3(FieldTransform[0][3],FieldTransform[1][3],FieldTransform[2][3]) - - position);\n }\n else\n {\n // compute normal\n dir - = SampleSDFDerivativesFast(DistanceField, coord, dist);\n if (dist > - 0)\n dir = -dir;\n dir = normalize(mul(FieldTransform,float4(dir,0)));\n - \ }\n \n float distToSurface = abs(dist);\n \n float spdNormal - = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n - \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float - deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass ;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xA003) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA000) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x2003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xA003) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xA000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA003) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(0,1,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)0.05);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_0(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n - \ uint particleId = (uint)0;\n bool alive = (bool)true;\n float - age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, ArcSphere_sphere_center_b, - (float)1.25, (float)6.283185, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x2 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x4000) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x2 + 0x1) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x4 + 0x4003) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x2 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x4000) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0xC000) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x2 + 0x1) << - 2,asuint(particleId));\n attributeBuffer.Store((index * 0x4 + 0x4003) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0xC003) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 uniform_b;\n float3 uniform_c;\n float deltaTime_a;\n float3 - uniform_d;\n uint PADDING_0;\n float3 uniform_e;\n uint PADDING_1;\nCBUFFER_END\nTexture3D - DistanceField_a;\nSamplerState samplerDistanceField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - ConformToSDF(inout float3 velocity, float3 position, float mass, VFXSampler3D - DistanceField, float4x4 InvFieldTransform, float4x4 FieldTransform, float attractionSpeed, - float attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n - \ \n float3 tPos = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ float3 coord = saturate(tPos + 0.5f);\n float dist = SampleSDF(DistanceField, - coord);\n \n float3 absPos = abs(tPos);\n float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n - \ float3 dir;\n if (outsideDist > 0.5f) // Check wether point is outside - the box\n {\n // in that case just move towards center\n dist - += outsideDist - 0.5f;\n dir = normalize(float3(FieldTransform[0][3],FieldTransform[1][3],FieldTransform[2][3]) - - position);\n }\n else\n {\n // compute normal\n dir - = SampleSDFDerivativesFast(DistanceField, coord, dist);\n if (dist > - 0)\n dir = -dir;\n dir = normalize(mul(FieldTransform,float4(dir,0)));\n - \ }\n \n float distToSurface = abs(dist);\n \n float spdNormal - = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n - \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float - deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass ;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x4003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x2 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x4000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tuint particleId - = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t uint tmp_bg = particleId / (uint)6;\n\t\t\t - \ uint tmp_bh = tmp_bg * (uint)6;\n\t\t\t uint tmp_bi = particleId - tmp_bh;\n\t\t\t - \ float tmp_bj = (float)tmp_bi;\n\t\t\t float tmp_bl = tmp_bj * (float)1E-05;\n\t\t\t - \ float3 tmp_bm = float3((float)0, (float)0, tmp_bl);\n\t\t\t float3 tmp_bn - = uniform_c + tmp_bm;\n\t\t\t float4x4 tmp_bo = GetTRSMatrix(tmp_bn, uniform_d, - uniform_e);\n\t\t\t float4x4 tmp_bp = mul(uniform_b, tmp_bo);\n\t\t\t float4x4 - tmp_bq = VFXInverseTRSMatrix(tmp_bp);\n\t\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), tmp_bq, - tmp_bp, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x4000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x4003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x2 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x4000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\tfloat mass = (float)1;\n\t\tuint particleId = (attributeBuffer.Load((index - * 0x2 + 0x1) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0x4003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + - 0xC003) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t uint tmp_bg = particleId / (uint)6;\n\t\t - \ uint tmp_bh = tmp_bg * (uint)6;\n\t\t uint tmp_bi = particleId - tmp_bh;\n\t\t - \ float tmp_bj = (float)tmp_bi;\n\t\t float tmp_bl = tmp_bj * (float)1E-05;\n\t\t - \ float3 tmp_bm = float3((float)0, (float)0, tmp_bl);\n\t\t float3 tmp_bn - = uniform_c + tmp_bm;\n\t\t float4x4 tmp_bo = GetTRSMatrix(tmp_bn, uniform_d, - uniform_e);\n\t\t float4x4 tmp_bp = mul(uniform_b, tmp_bo);\n\t\t float4x4 - tmp_bq = VFXInverseTRSMatrix(tmp_bp);\n\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), tmp_bq, - tmp_bp, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x4000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xC000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x4003) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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 + 0x4000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x4003) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x4003) << 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 + 0x4000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(0,0,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)0.05);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float - deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D DistanceField_a;\nSamplerState - samplerDistanceField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - ConformToSDF(inout float3 velocity, float3 position, float mass, VFXSampler3D - DistanceField, float4x4 InvFieldTransform, float4x4 FieldTransform, float attractionSpeed, - float attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n - \ \n float3 tPos = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ float3 coord = saturate(tPos + 0.5f);\n float dist = SampleSDF(DistanceField, - coord);\n \n float3 absPos = abs(tPos);\n float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n - \ float3 dir;\n if (outsideDist > 0.5f) // Check wether point is outside - the box\n {\n // in that case just move towards center\n dist - += outsideDist - 0.5f;\n dir = normalize(float3(FieldTransform[0][3],FieldTransform[1][3],FieldTransform[2][3]) - - position);\n }\n else\n {\n // compute normal\n dir - = SampleSDFDerivativesFast(DistanceField, coord, dist);\n if (dist > - 0)\n dir = -dir;\n dir = normalize(mul(FieldTransform,float4(dir,0)));\n - \ }\n \n float distToSurface = abs(dist);\n \n float spdNormal - = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n - \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float - deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass ;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xA003) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xA003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA000) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x2003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xA003) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)1, (float)10, (float)0.1, (float)50, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xA000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0xA003) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)0.05);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_b;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_0(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - 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shaderSourceIndex: 5 - - type: 1 - flags: 1 - capacity: 8192 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 12 - - nameId: deadList - index: 13 - - nameId: deadListCount - index: 14 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 28 - - nameId: bounds_size - index: 27 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListIn - index: 13 - - nameId: deadListCount - index: 14 - - nameId: sourceAttributeBuffer - index: 12 - temporaryBuffers: [] - values: - - nameId: ArcSphere_sphere_center_b - index: 25 - params: - - nameId: bounds_center - index: 28 - - nameId: bounds_size - index: 27 - processor: {fileID: 0} - shaderSourceIndex: 8 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 13 - temporaryBuffers: [] - values: - - nameId: InvFieldTransform_a - index: 13 - - nameId: FieldTransform_a - index: 10 - - nameId: deltaTime_a - index: 16 - - nameId: DistanceField_a - index: 21 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 14 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 7 + m_Systems: [] --- !u!114 &8926484042661614541 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4736,8 +3075,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 8926484042661614695} - m_exposedName: Scale - m_exposed: 1 + m_ExposedName: Scale + m_Exposed: 1 m_Order: 0 m_Category: m_Min: @@ -4748,6 +3087,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -6712,8 +5052,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 8926484042661614807} - m_exposedName: Rotation - m_exposed: 1 + m_ExposedName: Rotation + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -6724,6 +5064,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -6898,8 +5239,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 8926484042661614823} - m_exposedName: Position - m_exposed: 1 + m_ExposedName: Position + m_Exposed: 1 m_Order: 2 m_Category: m_Min: @@ -6910,6 +5251,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/23_InvertTRS_GPU_Event.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/23_InvertTRS_GPU_Event.vfx index f52e4eb5d1b..fb329828706 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/23_InvertTRS_GPU_Event.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/23_InvertTRS_GPU_Event.vfx @@ -192,8 +192,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -579,1306 +581,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 23_InvertTRS_GPU_Event m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_SEED_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_b;\n uint PADDING_0;\n float3 Velocity_c;\n uint - PADDING_1;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity - = Velocity;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = - Size;\n}\nvoid SetAttribute_D5151642(inout float scaleX, inout float scaleY, - inout float scaleZ, float3 Scale) /*attribute:scale Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n scaleX = Scale.x;\n scaleY = Scale.y;\n - \ scaleZ = Scale.z;\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 SetAttribute_C707D7BF(inout float3 position, - inout uint seed, float3 Min, float3 Max) /*attribute:position Composition:Add - Source:Slot Random:PerComponent channels:XYZ */\n{\n position += lerp(Min,Max,RAND3);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n float3 velocity - = float3(0,0,0);\n float size = (float)0.1;\n float scaleX = (float)1;\n - \ float scaleY = (float)1;\n float scaleZ = (float)1;\n float3 - color = float3(1,1,1);\n uint seed = (uint)0;\n float age = (float)0;\n - \ bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)5);\n }\n SetAttribute_CAC29747( /*inout - */position, Position_b);\n SetAttribute_E629755( /*inout */velocity, - Velocity_c);\n {\n SetAttribute_3278B22F( /*inout */size, - (float)0.5);\n }\n {\n float tmp_z = RAND;\n float - tmp_bb = tmp_z * (float)5;\n bool tmp_bc = (float)1 >= tmp_bb;\n - \ bool tmp_bf = (float)2 >= tmp_bb;\n bool tmp_bi = (float)3 - >= tmp_bb;\n bool tmp_bl = (float)4 >= tmp_bb;\n float3 - tmp_bo = tmp_bl ? float3(0.75,0.6,0) : float3(0.8,0.5,0);\n float3 - tmp_bp = tmp_bi ? float3(0.9,0.6,1) : tmp_bo;\n float3 tmp_bq = tmp_bf - ? float3(0.5,0.9,1) : tmp_bp;\n float3 tmp_br = tmp_bc ? float3(0.5,0.7,1) - : tmp_bq;\n float3 tmp_bt = tmp_br * float3(1.3,1.3,1.3);\n SetAttribute_D5151642( - /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, tmp_bt);\n }\n - \ {\n float tmp_y = RAND;\n float3 tmp_ba = float3(tmp_y, - (float)1, (float)1);\n float3 tmp_bb = HSVtoRGB(tmp_ba);\n float - tmp_bc = tmp_bb[0];\n float tmp_bd = tmp_bb[1];\n float - tmp_be = tmp_bb[2];\n float3 tmp_bf = float3(tmp_bc, tmp_bd, tmp_be);\n - \ SetAttribute_FDD06EC7( /*inout */color, tmp_bf);\n }\n {\n - \ SetAttribute_C707D7BF( /*inout */position, /*inout */seed, float3(0.05,0.05,0.05), - float3(-0.05,-0.05,-0.05));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x80) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x8 + 0x103) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0x104) << 2,asuint(scaleX));\n attributeBuffer.Store((index - * 0x8 + 0x105) << 2,asuint(scaleY));\n attributeBuffer.Store((index - * 0x8 + 0x106) << 2,asuint(scaleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x100) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x83) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x80) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x103) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + 0x104) << 2,asuint(scaleX));\n - \ attributeBuffer.Store((index * 0x8 + 0x105) << 2,asuint(scaleY));\n - \ attributeBuffer.Store((index * 0x8 + 0x106) << 2,asuint(scaleZ));\n - \ attributeBuffer.Store3((index * 0x8 + 0x100) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x200) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x83) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - GPUEventOnDie(float lifetime, float age, bool alive, inout uint eventCount, - uint count, float deltaTime)\n{\n eventCount = (age + deltaTime > lifetime - || !alive) ? count : 0;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x83) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x200) << 2));\n\t\t\tuint - eventCount_a = 0u;\n\t\t\tuint eventCount = (uint)0;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime, age, alive, /*inout - */eventCount, (uint)64, deltaTime_a);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x80) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x200) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x83) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x80) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + - 0x83) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ eventCount = 0u;\n\t\t GPUEventOnDie(lifetime, age, alive, /*inout */eventCount, - (uint)64, deltaTime_a);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x80) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x200) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x83) << 2,uint(alive));\n\t\tfor - (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - USE_ALPHA_TEST 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\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\t\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x103) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x104) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x105) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x106) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x83) << 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\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 * 0x4 + 0x83) << 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 + 0x80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x103) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x104) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x105) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x106) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x100) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.1;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x103) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x104) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x105) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x106) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x100) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x83) << 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\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 * 0x4 + 0x83) << 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 + 0x80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x103) << 2));\n\t\t\t\t\t\tfloat - scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x104) << 2));\n\t\t\t\t\t\tfloat - scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x105) << 2));\n\t\t\t\t\t\tfloat - scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x106) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x100) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.1;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT 1\n#define - VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_POSITION_SOURCE - 1\n#define VFX_USE_SCALEX_SOURCE 1\n#define VFX_USE_SCALEY_SOURCE 1\n#define - VFX_USE_SCALEZ_SOURCE 1\n#define VFX_USE_SIZE_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_FDCE071E(inout - float3 color, float3 Value) /*attribute:color Composition:Overwrite Source:Source - Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid PositionSequential_C89B0775(uint - particleId, inout float3 position, inout float3 targetPosition, float3 computedPosition, - float3 computedTargetPosition) /*shape:Circle index:ParticleID writePosition:True - writeTargetPosition:True mode:Wrap */\n{\n position += computedPosition;\n - \ targetPosition += computedTargetPosition;\n \n}\nvoid SetAttribute_2CF4000A(inout - float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ uint particleId = (uint)0;\n float3 position = float3(0,0,0);\n - \ float3 targetPosition = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x8 + 0x100) << 2));\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x80) << 2));\n float scaleX_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x8 + 0x104) << 2));\n float scaleY_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x8 + 0x105) << 2));\n float scaleZ_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x8 + 0x106) << 2));\n float size_source = asfloat(sourceAttributeBuffer.Load((sourceIndex - * 0x8 + 0x103) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2);\n }\n {\n float3 tmp_m - = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_m);\n - \ }\n {\n float3 tmp_m = position_source;\n uint - tmp_o = particleId / (uint)64;\n uint tmp_p = tmp_o * (uint)64;\n - \ uint tmp_q = particleId - tmp_p;\n float tmp_r = (float)tmp_q;\n - \ float tmp_t = tmp_r / (float)64;\n float tmp_v = tmp_t - * (float)6.283185;\n float tmp_w = cos(tmp_v);\n float3 - tmp_x = float3(tmp_w, tmp_w, tmp_w);\n float3 tmp_z = tmp_x * float3(0,1,0);\n - \ float tmp_ba = sin(tmp_v);\n float3 tmp_bb = float3(tmp_ba, - tmp_ba, tmp_ba);\n float3 tmp_bd = tmp_bb * float3(-1,0,0);\n float3 - tmp_be = tmp_z + tmp_bd;\n float3 tmp_bf = tmp_m + tmp_be;\n PositionSequential_C89B0775(particleId, - \ /*inout */position, /*inout */targetPosition, tmp_bf, tmp_bf);\n }\n - \ {\n float3 tmp_m = position_source;\n float tmp_o - = scaleX_source;\n float tmp_p = scaleY_source;\n float - tmp_q = scaleZ_source;\n float3 tmp_r = float3(tmp_o, tmp_p, tmp_q);\n - \ float tmp_s = size_source;\n float3 tmp_t = float3(tmp_s, - tmp_s, tmp_s);\n float3 tmp_u = tmp_r * tmp_t;\n float4x4 - tmp_v = GetTRSMatrix(tmp_m, float3(0,0,0), tmp_u);\n float4x4 tmp_w - = VFXInverseTRSMatrix(tmp_v);\n float3 tmp_x = mul(tmp_w, float4(targetPosition, - 1.0)).xyz;\n float3 tmp_z = max(tmp_x, float3(-0.5,-0.5,-0.5));\n - \ float3 tmp_bb = min(tmp_z, float3(0.5,0.5,0.5));\n float3 - tmp_bc = mul(tmp_v, float4(tmp_bb, 1.0)).xyz;\n SetAttribute_2CF4000A( - /*inout */targetPosition, tmp_bc);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0xC + 0x10000) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0xC + 0x10004) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0xC + 0x10008) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x2 + 0xD0000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0xD0001) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0xC + 0x10000) - << 2,asuint(color));\n attributeBuffer.Store3((index * 0xC + 0x10004) - << 2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x10008) - << 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x2 + - 0xD0000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0xD0001) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xD0000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0xD0001) << 2));\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\tfloat3 - position_source = float3(0,0,0);\n\t\t\tfloat scaleX_source = (float)1;\n\t\t\tfloat - scaleY_source = (float)1;\n\t\t\tfloat scaleZ_source = (float)1;\n\t\t\tfloat - size_source = (float)0.1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xD0001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xD0000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0xD0000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0xD0001) << 2));\n\t\tfloat3 color_source = float3(1,1,1);\n\t\tfloat3 position_source - = float3(0,0,0);\n\t\tfloat scaleX_source = (float)1;\n\t\tfloat scaleY_source - = (float)1;\n\t\tfloat scaleZ_source = (float)1;\n\t\tfloat size_source = (float)0.1;\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x2 + 0xD0000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 - + 0xD0001) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Line Output' - source: "Shader \"Hidden/VFX/System 2/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_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_AGE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Alpha_c;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout float - alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_CF7471E0(inout - float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha Composition:Multiply - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:XYZ */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha *= - value;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x10004) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x10008) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0xD0000) << 2));\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xD0001) << 2));\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\tfloat scaleX_source = (float)1;\n\t\t\t\t\t\tfloat - scaleY_source = (float)1;\n\t\t\t\t\t\tfloat scaleZ_source = (float)1;\n\t\t\t\t\t\tfloat - size_source = (float)0.1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xD0000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x10000) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x10004) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x10008) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xD0001) << 2));\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\tfloat scaleX_source = (float)1;\n\t\t\t\t\t\tfloat - scaleY_source = (float)1;\n\t\t\t\t\t\tfloat scaleZ_source = (float)1;\n\t\t\t\t\t\tfloat - size_source = (float)0.1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_n = age / lifetime;\n\t\t\t\t float3 tmp_o = float3(tmp_n, - tmp_n, tmp_n);\n\t\t\t\t float3 tmp_p = position - targetPosition;\n\t\t\t\t - \ float3 tmp_q = tmp_o * tmp_p;\n\t\t\t\t float3 tmp_r = targetPosition - + tmp_q;\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_r);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.1);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_CF7471E0( - /*inout */alpha, age, lifetime, Alpha_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1502,5543 +1504,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 23_ParameterBinders m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[Item 1 - Position]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcCircle_circle_center_a;\n float ArcSequencer_a;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionCircle_1(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcCircle_circle_center, float ArcCircle_circle_radius, - float ArcCircle_arc, float ArcSequencer, float volumeFactor) /*positionMode:Surface - spawnMode:Custom */\n{\n float theta = ArcCircle_arc * ArcSequencer;\n float - rNorm = sqrt(volumeFactor + (1 - volumeFactor) * RAND);\n \n float2 sincosTheta;\n - \ sincos(theta, sincosTheta.x, sincosTheta.y);\n \n direction = float3(sincosTheta, - 0.0f);\n position.xy += sincosTheta * rNorm * ArcCircle_circle_radius + ArcCircle_circle_center;\n - \ \n}\nvoid SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n bool alive = (bool)true;\n float - age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionCircle_1( /*inout - */position, /*inout */seed, /*inout */direction, ArcCircle_circle_center_a, - (float)0.7, (float)6.283185, ArcSequencer_a, (float)1);\n }\n {\n - \ SetAttribute_F0142CB9( /*inout */lifetime, (float)1);\n }\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x40) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x2 + 0x50) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x51) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x40) << 2,asuint(lifetime));\n attributeBuffer.Store((index * - 0x2 + 0x50) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + - 0x51) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item 1 - Position]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x51) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAge( - /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0x51) << 2,asuint(age));\n\t\t\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x50) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x50) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + 0x51) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x2 + 0x50) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x51) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item 1 - Position]Quad Output' - source: "Shader \"Hidden/VFX/Item 1 - Position/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_b;\n\t\t float gradient_c;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) - /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x50) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x51) << 2));\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 * 0x2 + 0x50) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x51) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - \ /*inout */color, /*inout */alpha, gradient_c);\n\t\t\t\t{\n\t\t\t\t float3 - tmp_ba = (bool)asuint(uniform_d) ? color : float3(1,0.2,0.1);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_ba);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item 2 - Transform]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 uniform_c;\n float3 Torus_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionTorus_0(inout float3 position, inout - uint seed, inout float3 direction, float3 Torus_center, float Torus_majorRadius, - float Torus_minorRadius, float Torus_arc, float volumeFactor, float r) /*positionMode:Surface - spawnMode:Randomized */\n{\n float3 u = RAND3;float arc = Torus_arc;\n float - R = sqrt(volumeFactor + (1.0f - volumeFactor) * u.z);\n \n float sinTheta,cosTheta;\n - \ sincos(u.x * UNITY_TWO_PI,sinTheta,cosTheta);\n \n float2 s1_1 = R - * r * float2(cosTheta, sinTheta) + float2(1,0);\n float2 s1_2 = R * r * float2(-cosTheta, - sinTheta) + float2(1,0);\n float w = s1_1.x / (s1_1.x + s1_2.x);\n \n - \ float3 t;\n float phi;\n if (u.y < w)\n {\n phi = arc * - u.y / w;\n t = float3(s1_1.x, 0, s1_1.y);\n }\n else\n {\n phi - = arc * (u.y - w) / (1.0f - w);\n t = float3(s1_2.x, 0, s1_2.y);\n }\n - \ \n float s,c;\n sincos(phi,c,s);\n float3 t2 = float3(c * t.x - - s * t.y,c * t.y + s * t.x,t.z);\n \n position += Torus_center + Torus_majorRadius - * t2;\n direction = t2;\n \n}\nvoid SetAttribute_CAC29747(inout float3 - position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n bool alive = (bool)true;\n float - age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionTorus_0( /*inout - */position, /*inout */seed, /*inout */direction, Torus_center_a, (float)0.7, - (float)0.1, (float)6.283185, (float)1, (float)0.1428571);\n }\n {\n - \ float3 tmp_k = mul(uniform_c, float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( - /*inout */position, tmp_k);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x3200) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x3E80) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x4B00) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x3200) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x1 + 0x3E80) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 - + 0x4B00) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item 2 - Transform]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x3E80) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x3200) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x4B00) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x4B00) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x3E80) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3200) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x3E80) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x4B00) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x3E80) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x4B00) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item 2 - Transform]Point Output' - source: "Shader \"Hidden/VFX/Item 2 - Transform/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float3 Color_a;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if 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\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x3E80) << 2));\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 + 0x3E80) << 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 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7( - /*inout */color, Color_a);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSequential_267A9(uint particleId, inout - float3 position, float3 computedPosition) /*shape:Line index:ParticleID writePosition:True - writeTargetPosition:False mode:Wrap */\n{\n position += computedPosition;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n uint particleId - = (uint)0;\n float3 position = float3(0,0,0);\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n uint - tmp_v = particleId / asuint(uniform_b);\n uint tmp_w = tmp_v * asuint(uniform_b);\n - \ uint tmp_x = particleId - tmp_w;\n float tmp_y = (float)tmp_x;\n - \ float tmp_z = tmp_y / uniform_c;\n float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n float3 tmp_bc = tmp_ba * float3(-2.858794,0,0);\n - \ float3 tmp_bd = float3(-0.77,2.2,0) + tmp_bc;\n PositionSequential_267A9(particleId, - \ /*inout */position, tmp_bd);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(particleId));\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item3]Cube Output' - source: "Shader \"Hidden/VFX/Item3/Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_PARTICLEID_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - attributeMap_c;\n\t\tSamplerState samplerattributeMap_c;\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 - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: - alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\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.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_BA3FE76F(inout float - scaleY, uint particleId, VFXSampler2D attributeMap, float valueBias, float valueScale) - /*attribute:scale Composition:Overwrite SampleMode:Sequential channels:Y */\n\t\t\t{\n\t\t\t - \ \n\t\t\t uint width, height;\n\t\t\t attributeMap.t.GetDimensions(width, - height);\n\t\t\t uint count = width * height;\n\t\t\t uint id = particleId - % count;\n\t\t\t uint y = id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t - \ float value = (float)attributeMap.t.Load(int3(x, y, 0));\n\t\t\t value - = (value + valueBias) * valueScale;\n\t\t\t scaleY = value.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = 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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)0.05);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,-0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_BA3FE76F( - /*inout */scaleY, particleId, GetVFXSampler(attributeMap_c, samplerattributeMap_c), - (float)0, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_w = scaleY - * (float)128;\n\t\t\t\t float tmp_y = pow(tmp_w, (float)0.19);\n\t\t\t\t - \ float tmp_ba = max(tmp_y, (float)0);\n\t\t\t\t float tmp_bc = min(tmp_ba, - (float)1);\n\t\t\t\t float4 tmp_bd = SampleGradient(uniform_b,tmp_bc);\n\t\t\t\t - \ float tmp_be = tmp_bd[0];\n\t\t\t\t float tmp_bf = tmp_bd[1];\n\t\t\t\t - \ float tmp_bg = tmp_bd[2];\n\t\t\t\t float3 tmp_bh = float3(tmp_be, tmp_bf, - tmp_bg);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bh);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_w = scaleY * (float)3000;\n\t\t\t\t float tmp_y = pow(tmp_w, - (float)0.6);\n\t\t\t\t SetAttribute_D5151645( /*inout */scaleY, tmp_y);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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_Target0\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\tfloat3 offsets : TEXCOORD0;\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation - uint faceID : TEXCOORD2;\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_OFFSETS offsets\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_BA3FE76F(inout float - scaleY, uint particleId, VFXSampler2D attributeMap, float valueBias, float valueScale) - /*attribute:scale Composition:Overwrite SampleMode:Sequential channels:Y */\n\t\t\t{\n\t\t\t - \ \n\t\t\t uint width, height;\n\t\t\t attributeMap.t.GetDimensions(width, - height);\n\t\t\t uint count = width * height;\n\t\t\t uint id = particleId - % count;\n\t\t\t uint y = id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t - \ float value = (float)attributeMap.t.Load(int3(x, y, 0));\n\t\t\t value - = (value + valueBias) * valueScale;\n\t\t\t scaleY = value.x;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_D5151645(inout float scaleY, float Scale) /*attribute:scale Composition:Overwrite - Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY = 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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)0.05);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,-0.5,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t AttributeFromMap_BA3FE76F( - /*inout */scaleY, particleId, GetVFXSampler(attributeMap_c, samplerattributeMap_c), - (float)0, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_w = scaleY - * (float)128;\n\t\t\t\t float tmp_y = pow(tmp_w, (float)0.19);\n\t\t\t\t - \ float tmp_ba = max(tmp_y, (float)0);\n\t\t\t\t float tmp_bc = min(tmp_ba, - (float)1);\n\t\t\t\t float4 tmp_bd = SampleGradient(uniform_b,tmp_bc);\n\t\t\t\t - \ float tmp_be = tmp_bd[0];\n\t\t\t\t float tmp_bf = tmp_bd[1];\n\t\t\t\t - \ float tmp_bg = tmp_bd[2];\n\t\t\t\t float3 tmp_bh = float3(tmp_be, tmp_bf, - tmp_bg);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bh);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_w = scaleY * (float)3000;\n\t\t\t\t float tmp_y = pow(tmp_w, - (float)0.6);\n\t\t\t\t SetAttribute_D5151645( /*inout */scaleY, tmp_y);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,VFXCubeGetUV(i));\n\t\t\t\to.color - = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_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_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_a;\n float ArcSphere_sphere_radius_a;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float - Min, float Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, ArcSphere_sphere_center_a, ArcSphere_sphere_radius_a, - (float)6.283185, (float)1);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x8 + 0x7) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000) - << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item4]Update' - source: "#pragma kernel CSMain\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_MASS_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\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float3 - Sphere_center_a;\n float Sphere_radius_a;\n float deltaTime_a;\n uint3 - PADDING_0;\nCBUFFER_END\nTexture3D VectorField_b;\nSamplerState samplerVectorField_b;\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - CollisionSphere_0(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float3 Sphere_center, float Sphere_radius, float Elasticity, - float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float - radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 - nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n - \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius - + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * - totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 - n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) - * colliderSign;\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 VectorFieldForce_267A9(inout - float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4 - InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float - deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative ClosedField:False - ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, - float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField, - vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n - \ \n velocity += ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime - / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t CollisionSphere_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, Sphere_radius_a, - (float)0.1, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_b, - samplerVectorField_b), InvFieldTransform_b, FieldTransform_b, (float)12, (float)1, - deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x8 + 0x3) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t CollisionSphere_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, Sphere_center_a, Sphere_radius_a, - (float)0.1, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_b, - samplerVectorField_b), InvFieldTransform_b, FieldTransform_b, (float)12, (float)1, - deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item4]Quad Output' - source: "Shader \"Hidden/VFX/Item4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT - 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define - VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define - VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4x4 uniform_e;\n\t\t float4 Scale_d;\n\t\t float4 uniform_c;\n\t\t - \ float4 uniform_g;\n\t\t float4 uniform_h;\n\t\t float3 uniform_d;\n\t\t - \ float uniform_f;\n\t\t float gradient_g;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) - /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ size = Size;\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\tvoid AttributeFromCurve_5369138A(inout - float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha - channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY = - value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, float3 - Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout - float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_D5151644( /*inout */scaleX, (float)0.03);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A( - /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\t{\n\t\t\t\t float3 tmp_bg - = mul(uniform_e, float4(position, 1.0)).xyz;\n\t\t\t\t float3 tmp_bh = uniform_d - - tmp_bg;\n\t\t\t\t float3 tmp_bi = tmp_bh * tmp_bh;\n\t\t\t\t float tmp_bj - = tmp_bi[2];\n\t\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t\t float tmp_bl - = tmp_bj + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t\t float - tmp_bn = tmp_bl + tmp_bm;\n\t\t\t\t float tmp_bp = pow(tmp_bn, (float)0.5);\n\t\t\t\t - \ float tmp_bq = tmp_bp / uniform_f;\n\t\t\t\t float tmp_br = SampleCurve(uniform_c,tmp_bq);\n\t\t\t\t - \ float4 tmp_bs = float4(tmp_br, tmp_br, tmp_br, tmp_br);\n\t\t\t\t float4 - tmp_bt = tmp_bs * uniform_g;\n\t\t\t\t float4 tmp_bu = tmp_bt * uniform_h;\n\t\t\t\t - \ float tmp_bv = tmp_bu[0];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t - \ float tmp_bx = tmp_bu[2];\n\t\t\t\t float3 tmp_by = float3(tmp_bv, tmp_bw, - tmp_bx);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_by);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_bg = mul(uniform_e, float4(position, 1.0)).xyz;\n\t\t\t\t float3 - tmp_bh = uniform_d - tmp_bg;\n\t\t\t\t float3 tmp_bi = tmp_bh * tmp_bh;\n\t\t\t\t - \ float tmp_bj = tmp_bi[2];\n\t\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t\t - \ float tmp_bl = tmp_bj + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t\t - \ float tmp_bn = tmp_bl + tmp_bm;\n\t\t\t\t float tmp_bp = pow(tmp_bn, - (float)0.5);\n\t\t\t\t float tmp_bq = tmp_bp / uniform_f;\n\t\t\t\t float - tmp_br = SampleCurve(uniform_c,tmp_bq);\n\t\t\t\t float4 tmp_bs = float4(tmp_br, - tmp_br, tmp_br, tmp_br);\n\t\t\t\t float4 tmp_bt = tmp_bs * uniform_g;\n\t\t\t\t - \ float4 tmp_bu = tmp_bt * uniform_h;\n\t\t\t\t float tmp_bv = tmp_bu[3];\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_bv);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_g);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item5 - ElectricArk]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n uint particleId - = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n \n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(particleId));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(particleId));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item5 - ElectricArk]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item5 - ElectricArk]Line Output' - source: "Shader \"Hidden/VFX/Item5 - ElectricArk/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_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_TARGETPOSITION_CURRENT 1\n\t\t#define - VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_f;\n\t\t float4 uniform_g;\n\t\t float3 uniform_c;\n\t\t - \ float Alive_a;\n\t\t float3 uniform_d;\n\t\t uint PADDING_0;\n\t\t - \ float3 uniform_e;\n\t\t uint PADDING_1;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid - PositionSequential_2661C(uint particleId, inout float3 position, inout float3 - targetPosition, float3 computedPosition, float3 computedTargetPosition) /*shape:Line - index:ParticleID writePosition:True writeTargetPosition:True mode:Wrap */\n\t\t\t{\n\t\t\t - \ position += computedPosition;\n\t\t\t targetPosition += computedTargetPosition;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_30AEC127(inout float3 targetPosition, - float3 TargetPosition) /*attribute:targetPosition Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition += TargetPosition;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, - float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - targetPosition = float3(0,0,0);\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_ED2BDC15( - /*inout */alive, (bool)asuint(Alive_a));\n\t\t\t\t{\n\t\t\t\t uint tmp_n - = particleId / (uint)33;\n\t\t\t\t uint tmp_o = tmp_n * (uint)33;\n\t\t\t\t - \ uint tmp_p = particleId - tmp_o;\n\t\t\t\t float tmp_q = (float)tmp_p;\n\t\t\t\t - \ float tmp_s = tmp_q / (float)32;\n\t\t\t\t float3 tmp_t = float3(tmp_s, - tmp_s, tmp_s);\n\t\t\t\t float3 tmp_u = tmp_t * uniform_d;\n\t\t\t\t float3 - tmp_v = uniform_c + tmp_u;\n\t\t\t\t uint tmp_x = particleId + (uint)1;\n\t\t\t\t - \ uint tmp_y = tmp_x / (uint)33;\n\t\t\t\t uint tmp_z = tmp_y * (uint)33;\n\t\t\t\t - \ uint tmp_ba = tmp_x - tmp_z;\n\t\t\t\t float tmp_bb = (float)tmp_ba;\n\t\t\t\t - \ float tmp_bc = tmp_bb / (float)32;\n\t\t\t\t float3 tmp_bd = float3(tmp_bc, - tmp_bc, tmp_bc);\n\t\t\t\t float3 tmp_be = tmp_bd * uniform_d;\n\t\t\t\t - \ float3 tmp_bf = uniform_c + tmp_be;\n\t\t\t\t PositionSequential_2661C(particleId, - \ /*inout */position, /*inout */targetPosition, tmp_v, tmp_bf);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_m = targetPosition + uniform_e;\n\t\t\t\t float3 tmp_p = GeneratePerlinCurlNoise(tmp_m, - float3(1,0.5,2).x, (int)3, float3(1,0.5,2).y, float3(1,0.5,2).z);\n\t\t\t\t - \ float tmp_q = (float)particleId;\n\t\t\t\t float tmp_s = tmp_q + (float)1;\n\t\t\t\t - \ float tmp_u = tmp_s / (float)32;\n\t\t\t\t float tmp_v = SampleCurve(uniform_f,tmp_u);\n\t\t\t\t - \ float3 tmp_w = float3(tmp_v, tmp_v, tmp_v);\n\t\t\t\t float3 tmp_x = - tmp_p * tmp_w;\n\t\t\t\t SetAttribute_30AEC127( /*inout */targetPosition, - tmp_x);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_m = position + uniform_e;\n\t\t\t\t - \ float3 tmp_p = GeneratePerlinCurlNoise(tmp_m, float3(1,0.5,2).x, (int)3, - float3(1,0.5,2).y, float3(1,0.5,2).z);\n\t\t\t\t float tmp_q = (float)particleId;\n\t\t\t\t - \ float tmp_s = tmp_q / (float)32;\n\t\t\t\t float tmp_t = SampleCurve(uniform_g,tmp_s);\n\t\t\t\t - \ float3 tmp_u = float3(tmp_t, tmp_t, tmp_t);\n\t\t\t\t float3 tmp_v = - tmp_p * tmp_u;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_v);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0.9716981,0.6690382));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item6 - Impact Sparks]Initialize' - source: "#pragma kernel CSMain\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_DIRECTION_CURRENT 1\n#define - VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_a;\n uint PADDING_0;\n float3 Velocity_b;\n uint - PADDING_1;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float3 velocity = float3(0,0,0);\n float3 direction - = float3(0,0,1);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n SetAttribute_CAC29747( /*inout */position, Position_a);\n - \ SetAttribute_E629755( /*inout */velocity, Velocity_b);\n {\n - \ VelocityRandomize_18D( /*inout */velocity, /*inout */direction, - \ /*inout */seed, (float)1.3, (float)0.2977136);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)0.2, (float)0.5);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x1000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x4) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x1000) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[Item6 - Impact Sparks]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Force_a;\n float deltaTime_a;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1000) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tGravity( - /*inout */velocity, Force_a, deltaTime_a);\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + - 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tGravity( /*inout */velocity, Force_a, deltaTime_a);\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item6 - Impact Sparks]Quad Output' - source: "Shader \"Hidden/VFX/Item6 - Impact Sparks/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Scale_d;\n\t\t float gradient_e;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) - /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ size = Size;\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\tvoid AttributeFromCurve_5369138A(inout - float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha - channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY = - value.x;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float lifetime, - inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\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 + 0x3) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_D5151644( /*inout */scaleX, (float)0.03);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A( - /*inout */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_e);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item7 - BlobbySphere]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 uniform_b;\n float uniform_c;\n float3 uniform_d;\n float - ArcSphere_sphere_radius_a;\n float3 Color_c;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity - = Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) - /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n color = Color;\n}\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float3 velocity = float3(0,0,0);\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n uint particleId = (uint)0;\n float - age = (float)0;\n bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n uint - tmp_bd = particleId ^ asuint(uniform_c);\n float tmp_be = FixedRand(tmp_bd);\n - \ float3 tmp_bf = float3(tmp_be, tmp_be, tmp_be);\n float3 - tmp_bg = tmp_bf * uniform_d;\n float3 tmp_bh = uniform_b + tmp_bg;\n - \ PositionSphere_0( /*inout */position, /*inout */seed, /*inout - */direction, tmp_bh, ArcSphere_sphere_radius_a, (float)6.283185, (float)1);\n - \ }\n {\n SetAttribute_E629755( /*inout */velocity, - float3(0,0,0));\n }\n SetAttribute_FDD06EC7( /*inout */color, - Color_c);\n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x80000) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0xC0000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x1 + 0xD0000) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x8 + 0x7) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x4) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x80000) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0xC0000) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x1 + 0xD0000) - << 2,asuint(particleId));\n attributeBuffer.Store((index * 0x8 + 0x3) - << 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item7 - BlobbySphere]Update' - source: "#pragma kernel CSMain\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_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_MASS_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 uniform_b;\n float uniform_c;\n float3 uniform_d;\n float - Sphere_radius_a;\n float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D - VectorField_c;\nSamplerState samplerVectorField_c;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - CollisionSphere_0(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float3 Sphere_center, float Sphere_radius, float Elasticity, - float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float - radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 - nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n - \ float sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius - + colliderSign * radius;\n if (colliderSign * sqrLength <= colliderSign * - totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 - n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius) - * colliderSign;\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 ConformToSphere(inout - float3 velocity, float3 position, float mass, float3 Sphere_center, float Sphere_radius, - float attractionSpeed, float attractionForce, float stickDistance, float stickForce, - float deltaTime)\n{\n \n float3 dir = Sphere_center - position;\n float - distToCenter = length(dir);\n float distToSurface = distToCenter - Sphere_radius;\n - \ dir /= max(VFX_FLT_MIN,distToCenter); // safe normalize\n float spdNormal - = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n - \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float - deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid VectorFieldForce_267A9(inout - float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4 - InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float - deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative ClosedField:False - ConserveMagnitude:False */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, - float4(position,1.0f)).xyz;\n \n float3 value = SampleTexture(VectorField, - vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n - \ \n velocity += ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime - / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\tuint particleId - = (attributeBuffer.Load((index * 0x1 + 0xD0000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t uint tmp_be = particleId ^ asuint(uniform_c);\n\t\t\t - \ float tmp_bf = FixedRand(tmp_be);\n\t\t\t float3 tmp_bg = float3(tmp_bf, - tmp_bf, tmp_bf);\n\t\t\t float3 tmp_bh = tmp_bg * uniform_d;\n\t\t\t float3 - tmp_bi = uniform_b + tmp_bh;\n\t\t\t CollisionSphere_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, tmp_bi, Sphere_radius_a, (float)0.1, - (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ uint tmp_be = particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bf = - FixedRand(tmp_be);\n\t\t\t float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t\t - \ float3 tmp_bh = tmp_bg * uniform_d;\n\t\t\t float3 tmp_bi = uniform_b - + tmp_bh;\n\t\t\t ConformToSphere( /*inout */velocity, position, mass, tmp_bi, - Sphere_radius_a, (float)5, (float)20, (float)0.1, (float)50, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_c, - samplerVectorField_c), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), - (float)32, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout - */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x3) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0xC0000) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0xD0000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t uint tmp_be = particleId ^ asuint(uniform_c);\n\t\t - \ float tmp_bf = FixedRand(tmp_be);\n\t\t float3 tmp_bg = float3(tmp_bf, - tmp_bf, tmp_bf);\n\t\t float3 tmp_bh = tmp_bg * uniform_d;\n\t\t float3 - tmp_bi = uniform_b + tmp_bh;\n\t\t CollisionSphere_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, tmp_bi, Sphere_radius_a, (float)0.1, - (float)0, (float)0, deltaTime_a, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t uint - tmp_be = particleId ^ asuint(uniform_c);\n\t\t float tmp_bf = FixedRand(tmp_be);\n\t\t - \ float3 tmp_bg = float3(tmp_bf, tmp_bf, tmp_bf);\n\t\t float3 tmp_bh = - tmp_bg * uniform_d;\n\t\t float3 tmp_bi = uniform_b + tmp_bh;\n\t\t ConformToSphere( - /*inout */velocity, position, mass, tmp_bi, Sphere_radius_a, (float)5, (float)20, - (float)0.1, (float)50, deltaTime_a);\n\t\t}\n\t\t{\n\t\t VectorFieldForce_267A9( - /*inout */velocity, mass, position, GetVFXSampler(VectorField_c, samplerVectorField_c), - float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), - (float)32, (float)2, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item7 - BlobbySphere]Quad Output' - source: "Shader \"Hidden/VFX/Item7 - BlobbySphere/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define - VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT - 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define - VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define - VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Scale_d;\n\t\t float Size_b;\n\t\t float gradient_e;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) - /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ size = Size;\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\tvoid AttributeFromCurve_5369138A(inout - float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha - channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY = - value.x;\n\t\t\t}\n\t\t\tvoid ColorOverLife_7356C(float age, float lifetime, - inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Add AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - += sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x7) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x80000) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_3278B22F( - /*inout */size, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151644( /*inout - */scaleX, (float)0.03);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A( /*inout - */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_7356C(age, lifetime, - \ /*inout */color, /*inout */alpha, gradient_e);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item8 - Hierarchy]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n uint particleId - = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n \n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(particleId));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(particleId));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Item8 - Hierarchy]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Item8 - Hierarchy]Quad Output' - source: "Shader \"Hidden/VFX/Item8 - Hierarchy/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - attributeMap_b;\n\t\tSamplerState samplerattributeMap_b;\n\t\tTexture2D attributeMap_c;\n\t\tSamplerState - samplerattributeMap_c;\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 - 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\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 - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - AttributeFromMap_6F6C3099(inout float3 position, uint particleId, VFXSampler2D - attributeMap, float3 valueBias, float3 valueScale) /*attribute:position Composition:Overwrite - SampleMode:Sequential channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, - height;\n\t\t\t attributeMap.t.GetDimensions(width, height);\n\t\t\t uint - count = width * height;\n\t\t\t uint id = particleId % count;\n\t\t\t uint - y = id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value - = (float3)attributeMap.t.Load(int3(x, y, 0));\n\t\t\t value = (value + valueBias) - * valueScale;\n\t\t\t position = value;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C5F250(inout - float3 targetPosition, uint particleId, VFXSampler2D attributeMap, float3 valueBias, - float3 valueScale) /*attribute:targetPosition Composition:Overwrite SampleMode:Sequential - channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t - \ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width - * height;\n\t\t\t uint id = particleId % count;\n\t\t\t uint y = id / - width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x, - y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition - = value;\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 = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 - \ SetAttribute_3278B22F( /*inout */size, (float)0.16);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ AttributeFromMap_6F6C3099( /*inout */position, particleId, GetVFXSampler(attributeMap_b, - samplerattributeMap_b), float3(0,0,0), float3(1,1,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ AttributeFromMap_62C5F250( /*inout */targetPosition, particleId, GetVFXSampler(attributeMap_c, - samplerattributeMap_c), float3(0,0,0), float3(1,1,1));\n\t\t\t\t}\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - AttributeFromMap_6F6C3099(inout float3 position, uint particleId, VFXSampler2D - attributeMap, float3 valueBias, float3 valueScale) /*attribute:position Composition:Overwrite - SampleMode:Sequential channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, - height;\n\t\t\t attributeMap.t.GetDimensions(width, height);\n\t\t\t uint - count = width * height;\n\t\t\t uint id = particleId % count;\n\t\t\t uint - y = id / width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value - = (float3)attributeMap.t.Load(int3(x, y, 0));\n\t\t\t value = (value + valueBias) - * valueScale;\n\t\t\t position = value;\n\t\t\t}\n\t\t\tvoid AttributeFromMap_62C5F250(inout - float3 targetPosition, uint particleId, VFXSampler2D attributeMap, float3 valueBias, - float3 valueScale) /*attribute:targetPosition Composition:Overwrite SampleMode:Sequential - channels:XYZ */\n\t\t\t{\n\t\t\t \n\t\t\t uint width, height;\n\t\t\t - \ attributeMap.t.GetDimensions(width, height);\n\t\t\t uint count = width - * height;\n\t\t\t uint id = particleId % count;\n\t\t\t uint y = id / - width;\n\t\t\t uint x = id - y * width;\n\t\t\t float3 value = (float3)attributeMap.t.Load(int3(x, - y, 0));\n\t\t\t value = (value + valueBias) * valueScale;\n\t\t\t targetPosition - = value;\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 = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 targetPosition = float3(0,0,0);\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 - \ SetAttribute_3278B22F( /*inout */size, (float)0.16);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ AttributeFromMap_6F6C3099( /*inout */position, particleId, GetVFXSampler(attributeMap_b, - samplerattributeMap_b), float3(0,0,0), float3(1,1,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ AttributeFromMap_62C5F250( /*inout */targetPosition, particleId, GetVFXSampler(attributeMap_c, - samplerattributeMap_c), float3(0,0,0), float3(1,1,1));\n\t\t\t\t}\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 9]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nTexture2D - attributeMap_a;\nSamplerState samplerattributeMap_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid AttributeFromMap_6F6C36D5(inout float3 position, - uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3 - valueScale) /*attribute:position Composition:Overwrite SampleMode:RandomConstantPerParticle - channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width, - height);\n uint count = width * height;\n uint id = FIXED_RAND(Seed) * - count;\n uint y = id / width;\n uint x = id - y * width;\n float3 value - = (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias) - * valueScale;\n position = value;\n}\nvoid PositionSphere_0(inout float3 - position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_F01429A3(inout float - lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint particleId = (uint)0;\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float lifetime = (float)1;\n - \ float3 velocity = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n AttributeFromMap_6F6C36D5( - /*inout */position, particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), - (uint)0, float3(0,0,0), float3(1,1,1));\n }\n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)0.03, - (float)6.283185, (float)1);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)2, (float)4);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x80000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x7) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x80000) - << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 9]Update' - source: "#pragma kernel CSMain\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_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float - deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState - samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D - VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, - float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative - ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value - = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value - * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 - + 0x7) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t VectorFieldForce_267A9( /*inout - */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), - InvFieldTransform_a, FieldTransform_a, (float)12, (float)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x7) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, - FieldTransform_a, (float)12, (float)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x7) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 9]Quad Output' - source: "Shader \"Hidden/VFX/System 9/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Scale_d;\n\t\t float Size_b;\n\t\t float gradient_e;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) - /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ size = Size;\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\tvoid AttributeFromCurve_5369138A(inout - float scaleY, float age, float lifetime, float4 Scale) /*attribute:scale Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:Uniform ColorMode:ColorAndAlpha - channels:Y */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY = - value.x;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float lifetime, - inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\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 + 0x3) << 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 - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80000) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tSetAttribute_3278B22F( - /*inout */size, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151644( /*inout - */scaleX, (float)0.62);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_5369138A( /*inout - */scaleY, age, lifetime, Scale_d);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - \ /*inout */color, /*inout */alpha, gradient_e);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Item 1 - Position]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[Item 2 - Transform]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[Item5 - ElectricArk]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = float3(0,0,0);\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 26 - valueIndex: 3 - data[0]: 0 - data[1]: 0 - data[2]: -1 - data[3]: 3 - - op: 5 - valueIndex: 6 - data[0]: 1 - data[1]: -1 - data[2]: 2 - data[3]: 3 - 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m_Parent: {fileID: 8926484042661615313} + m_Parent: {fileID: 8926484042661615322} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615313} + m_MasterSlot: {fileID: 8926484042661615322} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -23433,9 +16968,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 0 + m_Direction: 1 m_LinkedSlots: [] ---- !u!114 &8926484042661615316 +--- !u!114 &8926484042661615325 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -23447,12 +16982,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615313} + m_Parent: {fileID: 8926484042661615322} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615313} + m_MasterSlot: {fileID: 8926484042661615322} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -23466,9 +17001,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - 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m_Children: [] + m_Children: + - {fileID: 8926484042661615334} + - {fileID: 8926484042661615335} + - {fileID: 8926484042661615336} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615318} + m_MasterSlot: {fileID: 8926484042661615333} m_MasterData: - m_Owner: {fileID: 8926484042661615312} + m_Owner: {fileID: 8926484042661615329} m_Value: m_Type: - m_SerializableType: System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 3 + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' m_Space: 2147483647 m_Property: - name: octaves + name: a m_serializedType: - m_SerializableType: System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: The number of layers of noise. - m_Regex: - m_RegexMaxLength: 0 + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: [] m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661615319 + m_LinkedSlots: + - {fileID: 8926484042661615308} +--- !u!114 &8926484042661615334 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -23560,41 +17084,28 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661615333} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615319} + m_MasterSlot: {fileID: 8926484042661615333} m_MasterData: - m_Owner: {fileID: 8926484042661615312} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: roughness + name: x m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: The scaling factor applied to each octave. Also known as persistence. - m_Regex: - m_RegexMaxLength: 0 + attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615320 +--- !u!114 &8926484042661615335 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -23606,41 +17117,28 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661615333} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615320} + m_MasterSlot: {fileID: 8926484042661615333} m_MasterData: - m_Owner: {fileID: 8926484042661615312} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 2 + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: lacunarity + name: y m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - 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m_MasterSlot: {fileID: 8926484042661615899} + m_MasterSlot: {fileID: 8926484042661615930} m_MasterData: - m_Owner: {fileID: 8926484042661615892} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":1.0,"y":1.0,"z":1.0}' + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: valueScale + name: size m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null @@ -35322,12 +29311,12 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Scale Applied to the read Vector3 value + m_Tooltip: The size of the box along each axis. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615900 +--- !u!114 &8926484042661615936 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35339,12 +29328,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615899} + m_Parent: {fileID: 8926484042661615935} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615899} + m_MasterSlot: {fileID: 8926484042661615930} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35360,7 +29349,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615901 +--- !u!114 &8926484042661615937 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35372,12 +29361,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615899} + m_Parent: {fileID: 8926484042661615935} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615899} + m_MasterSlot: {fileID: 8926484042661615930} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35393,7 +29382,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615902 +--- !u!114 &8926484042661615938 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35405,12 +29394,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615899} + m_Parent: {fileID: 8926484042661615935} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615899} + m_MasterSlot: {fileID: 8926484042661615930} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35426,7 +29415,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615903 +--- !u!114 &8926484042661615939 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35435,25 +29424,22 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 60fff265f139e2a4194a44c2bac41757, type: 3} + m_Script: {fileID: 11500000, guid: d78581a96eae8bf4398c282eb0b098bd, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615782} + m_Parent: {fileID: 114350483966674976} m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 + m_UICollapsed: 1 m_UISuperCollapsed: 0 - 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m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615906} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661615908 +--- !u!114 &8926484042661615942 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35579,15 +29513,17 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: 1b605c022ee79394a8a776c0869b3f9a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615906} - m_Children: [] + m_Parent: {fileID: 8926484042661615941} + m_Children: + - {fileID: 8926484042661615943} + - {fileID: 8926484042661615947} m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 + m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615906} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35596,14 +29532,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: y + name: sphere m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 + m_SerializableType: UnityEditor.VFX.Sphere, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615909 +--- !u!114 &8926484042661615943 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35612,15 +29548,18 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615906} - m_Children: [] + m_Parent: {fileID: 8926484042661615942} + m_Children: + - {fileID: 8926484042661615944} + - {fileID: 8926484042661615945} + - {fileID: 8926484042661615946} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615906} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35629,44 +29568,7 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661615910 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 8926484042661615911} - - {fileID: 8926484042661615912} - - {fileID: 8926484042661615913} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615910} - m_MasterData: - m_Owner: {fileID: 8926484042661615903} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":1.0,"y":1.0,"z":1.0}' - m_Space: 2147483647 - m_Property: - name: valueScale + name: center m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null @@ -35674,12 +29576,12 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Scale Applied to the read Vector3 value + m_Tooltip: The centre of the sphere. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615911 +--- !u!114 &8926484042661615944 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35691,12 +29593,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615910} + m_Parent: {fileID: 8926484042661615943} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615910} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35712,7 +29614,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615912 +--- !u!114 &8926484042661615945 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35724,12 +29626,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615910} + m_Parent: {fileID: 8926484042661615943} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615910} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35745,7 +29647,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615913 +--- !u!114 &8926484042661615946 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35757,12 +29659,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615910} + m_Parent: {fileID: 8926484042661615943} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615910} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -35778,7 +29680,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615914 +--- !u!114 &8926484042661615947 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -35787,63 +29689,37 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 8acfb68d392da6d41af754972d4e5f88, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615782} + m_Parent: {fileID: 8926484042661615942} m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 - m_UISuperCollapsed: 0 - m_InputSlots: - - {fileID: 8926484042661615915} - - {fileID: 8926484042661615920} - m_OutputSlots: [] - m_Disabled: 0 - Orientation: 0 ---- !u!114 &8926484042661615915 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 8926484042661615916} - m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615915} + m_MasterSlot: {fileID: 8926484042661615941} m_MasterData: - m_Owner: {fileID: 8926484042661615914} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, - Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"position":{"x":0.0,"y":0.0,"z":0.0}}' - 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m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + m_SerializableType: System.UInt32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: Seed to compute the constant random + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615961 +--- !u!114 &8926484042661615990 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37386,43 +31143,38 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615956} + m_Parent: {fileID: 0} m_Children: - - {fileID: 8926484042661615962} - - {fileID: 8926484042661615963} - - {fileID: 8926484042661615964} + - {fileID: 8926484042661615991} + - {fileID: 8926484042661615992} + - {fileID: 8926484042661615993} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: - m_Owner: {fileID: 0} + m_Owner: {fileID: 8926484042661615987} m_Value: m_Type: - m_SerializableType: - m_SerializableObject: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' m_Space: 2147483647 m_Property: - name: angles + name: valueBias m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null attributes: - - m_Type: 4 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The orientation of the box. + m_Tooltip: Bias Applied to the read Vector3 value m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615962 +--- !u!114 &8926484042661615991 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37434,12 +31186,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615961} + m_Parent: {fileID: 8926484042661615990} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37455,7 +31207,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615963 +--- !u!114 &8926484042661615992 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37467,12 +31219,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615961} + m_Parent: {fileID: 8926484042661615990} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37488,7 +31240,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615964 +--- !u!114 &8926484042661615993 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37500,12 +31252,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615961} + m_Parent: {fileID: 8926484042661615990} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37521,7 +31273,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615965 +--- !u!114 &8926484042661615994 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37533,24 +31285,25 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615956} + m_Parent: {fileID: 0} m_Children: - - {fileID: 8926484042661615966} - - {fileID: 8926484042661615967} - - {fileID: 8926484042661615968} + - {fileID: 8926484042661615995} + - {fileID: 8926484042661615996} + - {fileID: 8926484042661615997} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615994} m_MasterData: - m_Owner: {fileID: 0} + m_Owner: {fileID: 8926484042661615987} m_Value: m_Type: - m_SerializableType: - m_SerializableObject: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":1.0,"y":1.0,"z":1.0}' m_Space: 2147483647 m_Property: - name: size + name: valueScale m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null @@ -37558,12 +31311,12 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The size of the box along each axis. + m_Tooltip: Scale Applied to the read Vector3 value m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615966 +--- !u!114 &8926484042661615995 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37575,12 +31328,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615965} + m_Parent: {fileID: 8926484042661615994} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615994} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37596,7 +31349,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615967 +--- !u!114 &8926484042661615996 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37608,12 +31361,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615965} + m_Parent: {fileID: 8926484042661615994} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615994} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37629,7 +31382,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615968 +--- !u!114 &8926484042661615997 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37641,12 +31394,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615965} + m_Parent: {fileID: 8926484042661615994} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615956} + m_MasterSlot: {fileID: 8926484042661615994} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -37662,7 +31415,7 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615969 +--- !u!114 &8926484042661615998 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37671,38 +31424,19 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: 7d33fb94df928ef4c986f97607706b82, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 114350483966674976} m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 + m_UIPosition: {x: 11385, y: 1184} + m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615969} - m_MasterData: - m_Owner: {fileID: 8926484042661615954} - m_Value: - m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 12 - m_Space: 2147483647 - m_Property: - name: Intensity - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: Intensity of the field. 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The higher the drag, the more the force will have - influence over the particle velocity - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661615971 + attributes: [] + m_Direction: 1 + m_LinkedSlots: + - {fileID: 8926484042661615959} +--- !u!114 &8926484042661616000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37758,45 +31480,66 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: a0b9e6b9139e58d4c957ec54595da7d3, type: 3} + m_Script: {fileID: 11500000, guid: b89d44d34b0b0ca4bb334636b7b2060a, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 114350483966674976} - m_Children: - - {fileID: 8926484042661615974} - - {fileID: 8926484042661615975} - - {fileID: 8926484042661615977} - - {fileID: 8926484042661615979} - - {fileID: 8926484042661615981} - m_UIPosition: {x: 11526, y: 1438} + m_Children: [] + m_UIPosition: {x: 8505, y: 687} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661615972} - m_OutputSlots: [] - m_Label: - m_Data: {fileID: 8926484042661615939} - m_InputFlowSlot: - - link: - - context: {fileID: 8926484042661615952} - slotIndex: 0 - m_OutputFlowSlot: - - link: [] - blendMode: 0 - cullMode: 0 - zWriteMode: 0 - zTestMode: 0 - colorMappingMode: 0 - uvMode: 0 - useSoftParticle: 0 - sortPriority: 0 - sort: 0 - indirectDraw: 0 - castShadows: 0 - preRefraction: 0 - primitiveType: 1 - useGeometryShader: 0 ---- !u!114 &8926484042661615972 + - {fileID: 8926484042661616001} + m_OutputSlots: + - {fileID: 8926484042661616005} + m_Type: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null +--- !u!114 &8926484042661616001 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661616002} + - {fileID: 8926484042661616003} + - {fileID: 8926484042661616004} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661616001} + m_MasterData: + m_Owner: {fileID: 8926484042661616000} + m_Value: + m_Type: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' + m_Space: 2147483647 + m_Property: + name: x + m_serializedType: + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The vector to be used in the length calculation. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: + - {fileID: 8926484042661615720} +--- !u!114 &8926484042661616002 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37805,32 +31548,31 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 70a331b1d86cc8d4aa106ccbe0da5852, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661616001} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615972} + m_MasterSlot: {fileID: 8926484042661616001} m_MasterData: - m_Owner: {fileID: 8926484042661615971} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"49cb5aa34272b034d8b754c65d9cdbfa","type":3}}' + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: mainTexture + name: x m_serializedType: - m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615974 +--- !u!114 &8926484042661616003 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37839,19 +31581,31 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d16c6aeaef944094b9a1633041804207, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615971} + m_Parent: {fileID: 8926484042661616001} m_Children: [] - m_UIPosition: {x: 10798.704, y: 317.58423} - m_UICollapsed: 0 + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_InputSlots: [] - m_OutputSlots: [] - m_Disabled: 0 - mode: 6 ---- !u!114 &8926484042661615975 + m_MasterSlot: {fileID: 8926484042661616001} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: y + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616004 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -37860,24 +31614,31 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - 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m_Owner: {fileID: 8926484042661616032} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 + m_SerializableType: m_SerializableObject: m_Space: 2147483647 m_Property: - name: + name: z m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661616016} + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx index 207613a8130..aab6123025a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx @@ -81,8 +81,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114780028408030698 MonoBehaviour: m_ObjectHideFlags: 1 @@ -124,796 +126,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: AngularVelocity m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_POSITION_CURRENT 1\n#define - VFX_USE_DIRECTION_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_AGE_CURRENT 1\n#define - VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_FA958722(inout float angularVelocityX, - inout float angularVelocityY, inout float angularVelocityZ, inout uint seed, - float3 Min, float3 Max) /*attribute:angularVelocity Composition:Overwrite Source:Slot - Random:PerComponent channels:XYZ */\n{\n angularVelocityX = lerp(Min.x,Max.x,RAND);\n - \ angularVelocityY = lerp(Min.y,Max.y,RAND);\n angularVelocityZ = lerp(Min.z,Max.z,RAND);\n}\nvoid - PositionSphere_0(inout float3 position, inout uint seed, inout float3 direction, - float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, float ArcSphere_arc, - float volumeFactor) /*positionMode:Surface spawnMode:Randomized */\n{\n float - cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n float rNorm - = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n \n float2 - sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n sincosTheta - *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float angularVelocityX - = (float)0;\n float angularVelocityY = (float)0;\n float angularVelocityZ - = (float)0;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ float3 direction = float3(0,0,1);\n float angleX = (float)0;\n - \ float angleY = (float)0;\n float angleZ = (float)0;\n float - age = (float)0;\n uint particleId = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_FA958722( - /*inout */angularVelocityX, /*inout */angularVelocityY, /*inout */angularVelocityZ, - \ /*inout */seed, float3(-200,-200,-200), float3(200,200,200));\n }\n - \ {\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, float3(0,0,0), (float)1, (float)6.283185, (float)1);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x3 + 0x0) << 2,asuint(angularVelocityX));\n - \ attributeBuffer.Store((index * 0x3 + 0x1) << 2,asuint(angularVelocityY));\n - \ attributeBuffer.Store((index * 0x3 + 0x2) << 2,asuint(angularVelocityZ));\n - \ attributeBuffer.Store3((index * 0x4 + 0x300) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0x700) << 2,asuint(angleX));\n - \ attributeBuffer.Store((index * 0x4 + 0x701) << 2,asuint(angleY));\n - \ attributeBuffer.Store((index * 0x4 + 0x702) << 2,asuint(angleZ));\n - \ attributeBuffer.Store((index * 0x4 + 0x703) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x303) << 2,asuint(particleId));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x3 + 0x0) << 2,asuint(angularVelocityX));\n attributeBuffer.Store((index - * 0x3 + 0x1) << 2,asuint(angularVelocityY));\n attributeBuffer.Store((index - * 0x3 + 0x2) << 2,asuint(angularVelocityZ));\n attributeBuffer.Store3((index - * 0x4 + 0x300) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x700) << 2,asuint(angleX));\n attributeBuffer.Store((index * - 0x4 + 0x701) << 2,asuint(angleY));\n attributeBuffer.Store((index * 0x4 - + 0x702) << 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x4 + - 0x703) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x303) - << 2,asuint(particleId));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define - VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat angularVelocityX = asfloat(attributeBuffer.Load((index - * 0x3 + 0x0) << 2));\n\t\t\tfloat angularVelocityY = asfloat(attributeBuffer.Load((index - * 0x3 + 0x1) << 2));\n\t\t\tfloat angularVelocityZ = asfloat(attributeBuffer.Load((index - * 0x3 + 0x2) << 2));\n\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index - * 0x4 + 0x700) << 2));\n\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index - * 0x4 + 0x701) << 2));\n\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x4 + 0x702) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x703) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAngularEulerIntegration( /*inout */angleX, - angularVelocityX, /*inout */angleY, angularVelocityY, /*inout */angleZ, angularVelocityZ, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x700) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * - 0x4 + 0x701) << 2,asuint(angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x4 - + 0x702) << 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + - 0x703) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat - angularVelocityX = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\tfloat - angularVelocityY = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\tfloat - angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x700) << 2));\n\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x701) << 2));\n\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x702) << 2));\n\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x4 + 0x703) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tAngularEulerIntegration( - /*inout */angleX, angularVelocityX, /*inout */angleY, angularVelocityY, /*inout - */angleZ, angularVelocityZ, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x4 + 0x700) << 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x4 - + 0x701) << 2,asuint(angleY));\n\t\tattributeBuffer.Store((index * 0x4 + 0x702) - << 2,asuint(angleZ));\n\t\tattributeBuffer.Store((index * 0x4 + 0x703) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_a;\n\t\t float uniform_c;\n\t\t float Color_b;\n\t\t uint2 - PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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 - AttributeFromCurve_36C0B4BB(inout float size, float4 Size, float SampleTime) - /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = SampleTime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size, - t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD59FF(inout - float3 color, float Color, float SampleTime) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:Color - channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 - value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color - = value.rgb;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i, uint instanceID : - SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x300) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x700) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x701) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x702) << 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 size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x703) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x303) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x300) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x700) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x701) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x702) << 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 size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x703) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x303) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bd = age * (float)0.5;\n\t\t\t\t uint tmp_be = particleId ^ - asuint(uniform_c);\n\t\t\t\t float tmp_bf = FixedRand(tmp_be);\n\t\t\t\t - \ float tmp_bg = tmp_bd + tmp_bf;\n\t\t\t\t AttributeFromCurve_36C0B4BB( - /*inout */size, Size_a, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd - = age * (float)0.5;\n\t\t\t\t uint tmp_be = particleId ^ asuint(uniform_c);\n\t\t\t\t - \ float tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bg = tmp_bd + tmp_bf;\n\t\t\t\t - \ float tmp_bh = frac(tmp_bg);\n\t\t\t\t AttributeFromCurve_39BD59FF( /*inout - */color, Color_b, tmp_bh);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.5;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 - AttributeFromCurve_36C0B4BB(inout float size, float4 Size, float SampleTime) - /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = SampleTime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size, - t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD59FF(inout - float3 color, float Color, float SampleTime) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:Color - channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 - value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color - = value.rgb;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 - pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#ifdef - VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i, uint instanceID : - SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x300) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x700) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x701) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x702) << 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 size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x703) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x303) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x300) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x700) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x701) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x702) << 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 size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x703) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x303) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bd = age * (float)0.5;\n\t\t\t\t uint tmp_be = particleId ^ - asuint(uniform_c);\n\t\t\t\t float tmp_bf = FixedRand(tmp_be);\n\t\t\t\t - \ float tmp_bg = tmp_bd + tmp_bf;\n\t\t\t\t AttributeFromCurve_36C0B4BB( - /*inout */size, Size_a, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd - = age * (float)0.5;\n\t\t\t\t uint tmp_be = particleId ^ asuint(uniform_c);\n\t\t\t\t - \ float tmp_bf = FixedRand(tmp_be);\n\t\t\t\t float tmp_bg = tmp_bd + tmp_bf;\n\t\t\t\t - \ float tmp_bh = frac(tmp_bg);\n\t\t\t\t AttributeFromCurve_39BD59FF( /*inout - */color, Color_b, tmp_bh);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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)0.5;\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - 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m_Array: - - m_ExpressionIndex: 6 - m_Value: {x: 256, y: 256} - - m_ExpressionIndex: 18 - m_Value: {x: 0, y: 0} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 11 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 12 - m_Value: {x: 200, y: 200, z: 200} - - m_ExpressionIndex: 13 - m_Value: {x: -200, y: -200, z: -200} - - m_ExpressionIndex: 16 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 17 - m_Value: {x: 0, y: 1, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 0 - - m_ExpressionIndex: 14 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 4 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: -0.00074768066 - value: 0.051940918 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 0.44595337 - value: 0.18908691 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1.0978003 - value: 0.049865723 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 1 - m_RotationOrder: 4 + m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 5 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 0, b: 0, a: 1} - key1: {r: 1, g: 0, b: 0.8901961, a: 1} - key2: {r: 0.24313726, g: 0, b: 1, a: 0} - key3: {r: 0, g: 0.8352941, b: 1, a: 0} - key4: {r: 0, g: 1, b: 0.09019608, a: 0} - key5: {r: 0.94509804, g: 1, b: 0, a: 0} - key6: {r: 1, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 12719 - ctime2: 22719 - ctime3: 31554 - ctime4: 42234 - ctime5: 53011 - ctime6: 65535 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 7 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 20 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} - - m_ExpressionIndex: 15 - m_Value: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 2816 - layout: - - name: angularVelocityX - type: 1 - offset: - bucket: 0 - structure: 3 - element: 0 - - name: angularVelocityY - type: 1 - offset: - bucket: 0 - structure: 3 - element: 1 - - name: angularVelocityZ - type: 1 - offset: - bucket: 0 - structure: 3 - element: 2 - - name: position - type: 3 - offset: - bucket: 768 - structure: 4 - element: 0 - - name: particleId - type: 6 - offset: - bucket: 768 - structure: 4 - element: 3 - - name: angleX - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 0 - - name: angleY - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 1 - - name: angleZ - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 2 - - name: age - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 3 - capacity: 256 - stride: 4 - - type: 1 - size: 2816 - layout: - - name: angularVelocityX - type: 1 - offset: - bucket: 0 - structure: 3 - element: 0 - - name: angularVelocityY - type: 1 - offset: - bucket: 0 - structure: 3 - element: 1 - - name: angularVelocityZ - type: 1 - offset: - bucket: 0 - structure: 3 - element: 2 - - name: position - type: 3 - offset: - bucket: 768 - structure: 4 - element: 0 - - name: particleId - type: 6 - offset: - bucket: 768 - structure: 4 - element: 3 - - name: angleX - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 0 - - name: angleY - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 1 - - name: angleZ - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 2 - - name: age - type: 1 - offset: - bucket: 1792 - structure: 4 - element: 3 - capacity: 256 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -925,93 +172,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435457 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Count - index: 6 - - nameId: Delay - index: 18 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 0 - capacity: 256 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 17 - - nameId: bounds_size - index: 16 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 17 - - nameId: bounds_size - index: 16 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 9 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: Size_a - index: 8 - - nameId: uniform_c - index: 2 - - nameId: Color_b - index: 7 - - nameId: mainTexture - index: 20 - params: - - nameId: mesh - index: 15 - - nameId: subMeshMask - index: 14 - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614539 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx index da41d61585a..e495b62775f 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx @@ -138,8 +138,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -148,2052 +150,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: CollisionInverted m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_18D(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Volume - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_3278B543(inout float - size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float size = (float)0.1;\n - \ float3 velocity = float3(0,0,0);\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)2, - (float)6.283185, (float)0);\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xA000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0xC003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0xC000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x2003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, - float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, - float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative - */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n - \ value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n - \ velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid - CollisionSphere_2661C(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float3 Sphere_center, float Sphere_radius, float Elasticity, - float Friction, float LifetimeLoss, float deltaTime, float colliderSign, float - radius) /*mode:Inverted radiusMode:FromSize roughSurface:False */\n{\n \n - \ float3 nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - - Sphere_center;\n float sqrLength = dot(dir, dir);\n float totalRadius - = Sphere_radius + colliderSign * radius;\n if (colliderSign * sqrLength <= - colliderSign * totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n - \ float3 n = colliderSign * dir / dist;\n position -= n * (dist - - totalRadius) * colliderSign;\n \n float projVelocity = dot(n, velocity);\n - \ \n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity - = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity - -= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n - \ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, - \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - (float)0.5, (float)5, (float)2, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_bd = max(scaleY, scaleX);\n\t\t\t float tmp_be = max(scaleZ, - tmp_bd);\n\t\t\t float tmp_bf = tmp_be * size;\n\t\t\t float tmp_bh = - tmp_bf * (float)0.5;\n\t\t\t CollisionSphere_2661C( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, float3(0,0,0), (float)1, (float)0.8, (float)0, - (float)0, deltaTime_a, (float)-1, tmp_bh);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)0.5, (float)5, (float)2, (uint)3, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bd = max(scaleY, scaleX);\n\t\t - \ float tmp_be = max(scaleZ, tmp_bd);\n\t\t float tmp_bf = tmp_be * size;\n\t\t - \ float tmp_bh = tmp_bf * (float)0.5;\n\t\t CollisionSphere_2661C( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, float3(0,0,0), (float)1, - (float)0.8, (float)0, (float)0, deltaTime_a, (float)-1, tmp_bh);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xC000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0xC003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.1,0.1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_18D(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Volume - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_3278B543(inout float - size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float size = (float)0.1;\n - \ float3 velocity = float3(0,0,0);\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(3,0,0), (float)2, - (float)6.283185, (float)0);\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xA000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0xC003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0xC000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x2003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, - float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, - float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative - */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n - \ value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n - \ velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid - CollisionAABox_2661C(inout float3 position, inout float3 velocity, inout float - age, float lifetime, float3 box_center, float3 box_size, float Elasticity, float - Friction, float LifetimeLoss, float deltaTime, float colliderSign, float radius) - /*mode:Inverted radiusMode:FromSize roughSurface:False */\n{\n \n float3 - nextPos = position + velocity * deltaTime;\n float3 dir = nextPos - box_center;\n - \ float3 absDir = abs(dir);\n float3 halfBoxSize = box_size * 0.5f + radius - * colliderSign;\n bool collision = any(absDir > halfBoxSize);\n if (collision)\n - \ {\n float3 distanceToEdge = (absDir - halfBoxSize);\n float3 - absDistanceToEdge = abs(distanceToEdge);\n \n float3 n;\n \n if - (absDistanceToEdge.x < absDistanceToEdge.y && absDistanceToEdge.x < absDistanceToEdge.z)\n - \ n = float3(colliderSign * sign(dir.x), 0.0f, 0.0f);\n else - if (absDistanceToEdge.y < absDistanceToEdge.z)\n n = float3(0.0f, - colliderSign * sign(dir.y), 0.0f);\n else\n n = float3(0.0f, - 0.0f, colliderSign * sign(dir.z));\n position -= sign(dir) * max(0, distanceToEdge);\n - \ float projVelocity = dot(n, velocity);\n \n float3 normalVelocity - = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n - \ \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) - * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n - \ age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, - \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - (float)0.5, (float)5, (float)2, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_bd = max(scaleY, scaleX);\n\t\t\t float tmp_be = max(scaleZ, - tmp_bd);\n\t\t\t float tmp_bf = tmp_be * size;\n\t\t\t float tmp_bh = - tmp_bf * (float)0.5;\n\t\t\t CollisionAABox_2661C( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, float3(3,0,0), float3(2,2,2), (float)0.8, - (float)0, (float)0, deltaTime_a, (float)-1, tmp_bh);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)0.5, (float)5, (float)2, (uint)3, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bd = max(scaleY, scaleX);\n\t\t - \ float tmp_be = max(scaleZ, tmp_bd);\n\t\t float tmp_bf = tmp_be * size;\n\t\t - \ float tmp_bh = tmp_bf * (float)0.5;\n\t\t CollisionAABox_2661C( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, float3(3,0,0), float3(2,2,2), - (float)0.8, (float)0, (float)0, deltaTime_a, (float)-1, tmp_bh);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xC000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0xC003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1,0.1,1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_18D(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Volume - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_3278B543(inout float - size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float size = (float)0.1;\n - \ float3 velocity = float3(0,0,0);\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(6,0,0), (float)2, - (float)6.283185, (float)0);\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xA000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0xC003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0xC000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x2003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, - float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, - float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative - */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n - \ value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n - \ velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid - CollisionCylinder_2661C(inout float3 position, inout float3 velocity, inout - float age, float lifetime, float3 Cylinder_center, float Cylinder_radius, float - Cylinder_height, float Elasticity, float Friction, float LifetimeLoss, float - deltaTime, float colliderSign, float radius) /*mode:Inverted radiusMode:FromSize - roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 dir = nextPos - Cylinder_center;\n const float halfHeight = Cylinder_height - * 0.5f + radius * colliderSign;\n const float cylinderRadius = Cylinder_radius - + radius * colliderSign;\n float sqrLength = dot(dir.xz, dir.xz);\n \n - \ bool collision = abs(dir.y) > halfHeight || sqrLength > cylinderRadius * - cylinderRadius;\n \n if (collision)\n {\n float dist = sqrt(sqrLength);\n - \ float distToCap = colliderSign * (halfHeight - abs(dir.y));\n float - distToSide = colliderSign * (cylinderRadius - dist);\n \n float3 n - = colliderSign * float3(dir.xz / dist, sign(dir.y)).xzy;\n \n position - += n * float3(max(0,distToSide).xx,max(0,distToCap)).xzy;\n n *= distToSide - > distToCap ? float3(1,0,1) : float3(0,1,0);\n \n float projVelocity - = dot(n, velocity);\n \n float3 normalVelocity = projVelocity * n;\n - \ float3 tangentVelocity = velocity - normalVelocity;\n \n if - (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) - * n;\n velocity -= Friction * tangentVelocity;\n \n age += - (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout float3 - position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, - \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - (float)0.5, (float)5, (float)2, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_be = max(scaleY, scaleX);\n\t\t\t float tmp_bf = max(scaleZ, - tmp_be);\n\t\t\t float tmp_bg = tmp_bf * size;\n\t\t\t float tmp_bi = - tmp_bg * (float)0.5;\n\t\t\t CollisionCylinder_2661C( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, float3(6,0,0), (float)1, (float)2, - (float)0.8, (float)0, (float)0, deltaTime_a, (float)-1, tmp_bi);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)0.5, (float)5, (float)2, (uint)3, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_be = max(scaleY, scaleX);\n\t\t - \ float tmp_bf = max(scaleZ, tmp_be);\n\t\t float tmp_bg = tmp_bf * size;\n\t\t - \ float tmp_bi = tmp_bg * (float)0.5;\n\t\t CollisionCylinder_2661C( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, float3(6,0,0), (float)1, - (float)2, (float)0.8, (float)0, (float)0, deltaTime_a, (float)-1, tmp_bi);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xC000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0xC003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1,1,0.1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionSphere_18D(inout - float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, - float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:Volume - spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta - = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) - * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, - sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction - = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) - + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_3278B543(inout float - size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 direction = float3(0,0,1);\n float size = (float)0.1;\n - \ float3 velocity = float3(0,0,0);\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionSphere_18D( - /*inout */position, /*inout */seed, /*inout */direction, float3(9,0,0), (float)1.5, - (float)6.283185, (float)0);\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x2000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xA000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0xC000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0xC003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xA000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0xC000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x2003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D DistanceField_c;\nSamplerState - samplerDistanceField_c;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, - float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, - float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative - */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n - \ value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n - \ velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid - CollisionSDF_2661C(inout float3 position, inout float3 velocity, inout float - age, float lifetime, VFXSampler3D DistanceField, float4x4 FieldTransform, float - Elasticity, float Friction, float LifetimeLoss, float deltaTime, float colliderSign, - float radius, float4x4 InvFieldTransform) /*mode:Inverted radiusMode:FromSize - roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ \n float3 tPos = mul(InvFieldTransform, float4(nextPos,1.0f)).xyz;\n - \ float tRadius = radius * length(InvFieldTransform[0]); // Only uniform scale - for SDF transform\n float3 coord = saturate(tPos + 0.5f);\n float dist - = SampleSDF(DistanceField, coord) - colliderSign * tRadius;\n \n if (colliderSign - * dist <= 0.0f) // collision\n {\n float3 n = SampleSDFDerivatives(DistanceField, - coord);\n \n // back in system space\n float3 delta = colliderSign - * mul(FieldTransform,float4(normalize(n) * abs(dist),0)).xyz;\n n = normalize(delta);\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 float3 absPos = abs(tPos);\n - \ float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n if - (outsideDist > 0.5f) // Check wether point is outside the box\n position - = mul(FieldTransform,float4(coord - 0.5f,1)).xyz;\n \n position += - delta;\n }\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, - float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout - float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, - float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; - }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, - \ /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - (float)0.5, (float)5, (float)2, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_bd = max(scaleY, scaleX);\n\t\t\t float tmp_be = max(scaleZ, - tmp_bd);\n\t\t\t float tmp_bf = tmp_be * size;\n\t\t\t float tmp_bh = - tmp_bf * (float)0.5;\n\t\t\t CollisionSDF_2661C( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, GetVFXSampler(DistanceField_c, samplerDistanceField_c), - float4x4(0.9058666,0,3.38074,9,0,3.5,0,0,-3.38074,0,0.9058666,0,0,0,0,1), (float)0.8, - (float)0, (float)0, deltaTime_a, (float)-1, tmp_bh, float4x4(0.07394829,0,-0.2759788,-0.6655347,0,0.2857143,0,0,0.2759788,0,0.0739483,-2.483809,0,0,0,1));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xC000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0xC003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xA000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xC000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0xC003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), - float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)0.5, (float)5, (float)2, (uint)3, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bd = max(scaleY, scaleX);\n\t\t - \ float tmp_be = max(scaleZ, tmp_bd);\n\t\t float tmp_bf = tmp_be * size;\n\t\t - \ float tmp_bh = tmp_bf * (float)0.5;\n\t\t CollisionSDF_2661C( /*inout - */position, /*inout */velocity, /*inout */age, lifetime, GetVFXSampler(DistanceField_c, - samplerDistanceField_c), float4x4(0.9058666,0,3.38074,9,0,3.5,0,0,-3.38074,0,0.9058666,0,0,0,0,1), - (float)0.8, (float)0, (float)0, deltaTime_a, (float)-1, tmp_bh, float4x4(0.07394829,0,-0.2759788,-0.6655347,0,0.2857143,0,0,0.2759788,0,0.0739483,-2.483809,0,0,0,1));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0xC000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0xC003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xA000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,1,0.1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - 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offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 8192 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 81920 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 8192 - structure: 4 - element: 3 - - name: size - type: 1 - offset: - bucket: 40960 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 49152 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 49152 - structure: 4 - element: 3 - capacity: 8192 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 8192 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -2205,291 +196,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 1 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 8192 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 5 - - nameId: deadList - index: 6 - - nameId: deadListCount - index: 7 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 6 - - nameId: deadListCount - index: 7 - - nameId: sourceAttributeBuffer - index: 5 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 27 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 6 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 15 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 7 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1 - flags: 1 - capacity: 8192 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: sourceAttributeBuffer - index: 9 - - nameId: deadList - index: 10 - - nameId: deadListCount - index: 11 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 25 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListIn - index: 10 - - nameId: deadListCount - index: 11 - - nameId: sourceAttributeBuffer - index: 9 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 25 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListOut - index: 10 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 15 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 1 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 7 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1 - flags: 1 - capacity: 8192 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 13 - - nameId: deadList - index: 14 - - nameId: deadListCount - index: 15 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListIn - index: 14 - - nameId: deadListCount - index: 15 - - nameId: sourceAttributeBuffer - index: 13 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 14 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 15 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 7 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 7 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 8 - - type: 1 - flags: 1 - capacity: 8192 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: sourceAttributeBuffer - index: 17 - - nameId: deadList - index: 18 - - nameId: deadListCount - index: 19 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 26 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListIn - index: 18 - - nameId: deadListCount - index: 19 - - nameId: sourceAttributeBuffer - index: 17 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 26 - processor: {fileID: 0} - shaderSourceIndex: 9 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListOut - index: 18 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 15 - - nameId: DistanceField_c - index: 3 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 10 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 3 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 7 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 11 + m_Systems: [] --- !u!114 &8926484042661614573 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx index d5dd4ba64fd..d9c2ee63aaf 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx @@ -138,8 +138,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -148,1517 +150,22 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: CollisionPlane m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - SetAttribute_3278B543(inout float size, inout uint seed, float Min, float Max) - /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:X - */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)1);\n }\n {\n PositionAABox_18D( /*inout */position, - \ /*inout */seed, float3(0,1,0), float3(2,0.1,1));\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0x6000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0x6003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x5000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0x6000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x1003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT - 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionPlane_18D(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:FromSize - roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n - \ float w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n - \ if (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n - \ float projVelocity = dot(n, velocity);\n \n float3 normalVelocity - = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n - \ \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) - * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n - \ age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x1003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_ba = - max(scaleY, scaleX);\n\t\t\t float tmp_bb = max(scaleZ, tmp_ba);\n\t\t\t - \ float tmp_bc = tmp_bb * size;\n\t\t\t float tmp_be = tmp_bc * (float)0.5;\n\t\t\t - \ CollisionPlane_18D( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(0,-1,0), float3(0.4472136,0.8944272,0), (float)0, (float)1, - (float)0, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,-0.8944272));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x6000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x1003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_ba = max(scaleY, scaleX);\n\t\t float tmp_bb = max(scaleZ, - tmp_ba);\n\t\t float tmp_bc = tmp_bb * size;\n\t\t float tmp_be = tmp_bc - * (float)0.5;\n\t\t CollisionPlane_18D( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, float3(0,-1,0), float3(0.4472136,0.8944272,0), (float)0, - (float)1, (float)0, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,-0.8944272));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x1000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0x6000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x6003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x1003) << 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\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 * 0x4 + 0x1003) << 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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.1,0.1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - SetAttribute_3278B543(inout float size, inout uint seed, float Min, float Max) - /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:X - */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)1);\n }\n {\n PositionAABox_18D( /*inout */position, - \ /*inout */seed, float3(3,1,0), float3(2,0.1,1));\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0x6000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0x6003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x5000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0x6000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x1003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT - 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionPlane_18D(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:FromSize - roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n - \ float w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n - \ if (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n - \ float projVelocity = dot(n, velocity);\n \n float3 normalVelocity - = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n - \ \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) - * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n - \ age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x1003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_ba = - max(scaleY, scaleX);\n\t\t\t float tmp_bb = max(scaleZ, tmp_ba);\n\t\t\t - \ float tmp_bc = tmp_bb * size;\n\t\t\t float tmp_be = tmp_bc * (float)0.5;\n\t\t\t - \ CollisionPlane_18D( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(3,-1,0), float3(0.4472136,0.8944272,0), (float)0, (float)0, - (float)0, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,0.4472135));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x6000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x1003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_ba = max(scaleY, scaleX);\n\t\t float tmp_bb = max(scaleZ, - tmp_ba);\n\t\t float tmp_bc = tmp_bb * size;\n\t\t float tmp_be = tmp_bc - * (float)0.5;\n\t\t CollisionPlane_18D( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, float3(3,-1,0), float3(0.4472136,0.8944272,0), (float)0, - (float)0, (float)0, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,0.4472135));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x1000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0x6000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x6003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x1003) << 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\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 * 0x4 + 0x1003) << 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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1,0.1,1));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - SetAttribute_3278B543(inout float size, inout uint seed, float Min, float Max) - /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:X - */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)1);\n }\n {\n PositionAABox_18D( /*inout */position, - \ /*inout */seed, float3(6,1,0), float3(2,0.1,1));\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0x6000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0x6003) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x5000) << 2,asuint(size));\n attributeBuffer.Store3((index * - 0x4 + 0x6000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 - + 0x1003) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT - 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionPlane_18D(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:FromSize - roughSurface:False */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n - \ float w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n - \ if (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n - \ float projVelocity = dot(n, velocity);\n \n float3 normalVelocity - = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n - \ \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) - * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n - \ age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x1003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bc = - max(scaleY, scaleX);\n\t\t\t float tmp_bd = max(scaleZ, tmp_bc);\n\t\t\t - \ float tmp_be = tmp_bd * size;\n\t\t\t float tmp_bg = tmp_be * (float)0.5;\n\t\t\t - \ CollisionPlane_18D( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(6,-1,0), float3(0.4472136,0.8944272,0), (float)0.8, (float)0.2, - (float)0, deltaTime_a, (float)1, tmp_bg, float4(0.4472136,0.8944272,0,1.788854));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x6000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x6003) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x5000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x6000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x6003) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x1003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bc = max(scaleY, scaleX);\n\t\t float tmp_bd = max(scaleZ, - tmp_bc);\n\t\t float tmp_be = tmp_bd * size;\n\t\t float tmp_bg = tmp_be - * (float)0.5;\n\t\t CollisionPlane_18D( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, float3(6,-1,0), float3(0.4472136,0.8944272,0), (float)0.8, - (float)0.2, (float)0, deltaTime_a, (float)1, tmp_bg, float4(0.4472136,0.8944272,0,1.788854));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x1000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0x6000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + 0x6003) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x1003) << 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\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 * 0x4 + 0x1003) << 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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1019608,1,0.1019608));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - SetAttribute_3278B543(inout float size, inout uint seed, float Min, float Max) - /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:X - */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)1);\n }\n {\n PositionAABox_18D( /*inout */position, - \ /*inout */seed, float3(9,1,0), float3(2,0.1,1));\n }\n {\n SetAttribute_3278B543( - /*inout */size, /*inout */seed, (float)0.02, (float)0.1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x5003) << 2,asuint(seed));\n - \ attributeBuffer.Store((index * 0x1 + 0xD000) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x8 + 0x5000) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x8 + 0x5004) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x5003) << 2,asuint(seed));\n attributeBuffer.Store((index * - 0x1 + 0xD000) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x8 - + 0x5000) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 - + 0x5004) << 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x1003) - << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionPlane_18C(inout float3 position, inout - float3 velocity, inout float age, float lifetime, inout uint seed, float3 Plane_position, - float3 Plane_normal, float Elasticity, float Friction, float LifetimeLoss, float - Roughness, float deltaTime, float colliderSign, float radius, float4 plane) - /*mode:Solid radiusMode:FromSize roughSurface:True */\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 float3 randomNormal = normalize(RAND3 * 2.0f - - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float - projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity - * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if - (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) - * n;\n velocity -= Friction * tangentVelocity;\n \n age += - (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout float3 - position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x1003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0x5003) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index * - 0x1 + 0xD000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x5000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5004) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-9.81,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bb = - max(scaleY, scaleX);\n\t\t\t float tmp_bc = max(scaleZ, tmp_bb);\n\t\t\t - \ float tmp_bd = tmp_bc * size;\n\t\t\t float tmp_be = tmp_bd * (float)0.5;\n\t\t\t - \ CollisionPlane_18C( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, /*inout */seed, float3(9,-1,0), float3(0.4472136,0.8944272,0), (float)0.5, - (float)0, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,3.130495));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x5003) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0x5000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x5004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0x5003) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x1 - + 0xD000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5004) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x1003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-9.81,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bb = max(scaleY, scaleX);\n\t\t float tmp_bc = max(scaleZ, - tmp_bb);\n\t\t float tmp_bd = tmp_bc * size;\n\t\t float tmp_be = tmp_bd - * (float)0.5;\n\t\t CollisionPlane_18C( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, /*inout */seed, float3(9,-1,0), float3(0.4472136,0.8944272,0), - (float)0.5, (float)0, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_be, float4(0.4472136,0.8944272,0,3.130495));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x1000) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0x5003) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x5000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x5004) << - 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xD000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x1003) << 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\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 * 0x4 + 0x1003) << 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 + 0x1000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xD000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,1,0.1019608));\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 4 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 19 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 25 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - 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data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 93 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 0.5 - - m_ExpressionIndex: 1 - m_Value: 0.3 - - m_ExpressionIndex: 10 - m_Value: 0.8 - - m_ExpressionIndex: 11 - m_Value: 0.2 - - m_ExpressionIndex: 17 - m_Value: 4096 - - m_ExpressionIndex: 18 - m_Value: 0 - - m_ExpressionIndex: 31 - m_Value: 0.02 - - m_ExpressionIndex: 32 - m_Value: 0.1 - - m_ExpressionIndex: 36 - m_Value: 1 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {x: 1, y: 0.1, z: 0.1} - - m_ExpressionIndex: 4 - m_Value: {x: 3, y: 1, z: 0} - - m_ExpressionIndex: 5 - m_Value: {x: 3, y: -1, z: 0} - - m_ExpressionIndex: 7 - m_Value: {x: 0.1, y: 0.1, z: 1} - - m_ExpressionIndex: 8 - m_Value: {x: 6, y: 1, z: 0} - - m_ExpressionIndex: 9 - m_Value: {x: 6, y: -1, z: 0} - - m_ExpressionIndex: 13 - m_Value: {x: 0.101960786, y: 1, z: 0.101960786} - - m_ExpressionIndex: 14 - m_Value: {x: 9, y: 1, z: 0} - - m_ExpressionIndex: 15 - m_Value: {x: 9, y: -1, z: 0} - - m_ExpressionIndex: 19 - m_Value: {x: 0.4472136, y: 0.8944272, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 22 - m_Value: {x: 3, y: 0, z: 0} - - m_ExpressionIndex: 23 - m_Value: {x: 4, y: 4, z: 2} - - m_ExpressionIndex: 24 - m_Value: {x: 6, y: 0, z: 0} - - m_ExpressionIndex: 25 - m_Value: {x: 5, y: 3, z: 2} - - m_ExpressionIndex: 26 - m_Value: {x: 9, y: 0, z: 0} - - m_ExpressionIndex: 28 - m_Value: {x: 5, y: 4, z: 4} - - m_ExpressionIndex: 29 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 30 - m_Value: {x: 2, y: 0.1, z: 1} - - m_ExpressionIndex: 33 - m_Value: {x: 0, y: -9.81, z: 0} - - m_ExpressionIndex: 35 - m_Value: {x: 0, y: -1, z: 0} - - m_ExpressionIndex: 37 - m_Value: {x: 1, y: 1, z: 0.101960786} + m_Array: [] m_Vector4f: - m_Array: - - m_ExpressionIndex: 6 - m_Value: {x: 0.4472136, y: 0.8944272, z: 0, w: 0.44721353} - - m_ExpressionIndex: 12 - m_Value: {x: 0.4472136, y: 0.8944272, z: 0, w: 1.7888542} - - m_ExpressionIndex: 16 - m_Value: {x: 0.4472136, y: 0.8944272, z: 0, w: -0.8944272} - - m_ExpressionIndex: 27 - m_Value: {x: 0.4472136, y: 0.8944272, z: 0, w: 3.130495} + m_Array: [] m_Uint: m_Array: [] m_Int: @@ -1670,468 +177,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 3 - m_Value: {fileID: 2800000, guid: d01d8874889eebc4ab0cde7f2b3309de, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 40960 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 4096 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 4096 - structure: 4 - element: 3 - - name: size - type: 1 - offset: - bucket: 20480 - structure: 1 - 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element: 0 - - name: position - type: 3 - offset: - bucket: 4096 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 4096 - structure: 4 - element: 3 - - name: size - type: 1 - offset: - bucket: 20480 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 24576 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 24576 - structure: 4 - element: 3 - capacity: 4096 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 40960 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 4096 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 4096 - structure: 4 - element: 3 - - name: size - type: 1 - offset: - bucket: 20480 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 24576 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 24576 - structure: 4 - element: 3 - capacity: 4096 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 40960 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 4096 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 4096 - structure: 4 - element: 3 - - name: size - type: 1 - offset: - bucket: 20480 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 24576 - structure: 4 - element: 0 - - name: age - type: 1 - offset: - bucket: 24576 - structure: 4 - element: 3 - capacity: 4096 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 57344 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 4096 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 4096 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 20480 - structure: 8 - element: 0 - - name: seed - type: 6 - offset: - bucket: 20480 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 20480 - structure: 8 - element: 4 - - name: size - type: 1 - offset: - bucket: 53248 - structure: 1 - element: 0 - capacity: 4096 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 4096 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -2143,289 +196,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 17 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 1 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 5 - - nameId: deadList - index: 6 - - nameId: deadListCount - index: 7 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 20 - - nameId: bounds_size - index: 21 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 6 - - nameId: deadListCount - index: 7 - - nameId: sourceAttributeBuffer - index: 5 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 20 - - nameId: bounds_size - index: 21 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 6 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 3 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1 - flags: 1 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: sourceAttributeBuffer - index: 9 - - nameId: deadList - index: 10 - - nameId: deadListCount - index: 11 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 22 - - nameId: bounds_size - index: 23 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListIn - index: 10 - - nameId: deadListCount - index: 11 - - nameId: sourceAttributeBuffer - index: 9 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 22 - - nameId: bounds_size - index: 23 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListOut - index: 10 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 1 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 3 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1 - flags: 1 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 13 - - nameId: deadList - index: 14 - - nameId: deadListCount - index: 15 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 25 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListIn - index: 14 - - nameId: deadListCount - index: 15 - - nameId: sourceAttributeBuffer - index: 13 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 25 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 14 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 7 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 3 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 8 - - type: 1 - flags: 1 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: sourceAttributeBuffer - index: 17 - - nameId: deadList - index: 18 - - nameId: deadListCount - index: 19 - - nameId: spawner_input - index: 1 - values: - - nameId: bounds_center - index: 26 - - nameId: bounds_size - index: 28 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListIn - index: 18 - - nameId: deadListCount - index: 19 - - nameId: sourceAttributeBuffer - index: 17 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 26 - - nameId: bounds_size - index: 28 - processor: {fileID: 0} - shaderSourceIndex: 9 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListOut - index: 18 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 10 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 3 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 3 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 11 + m_Systems: [] --- !u!114 &8926484042661614573 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx index 1a82f6a1947..226395398b3 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx @@ -138,8 +138,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -148,1492 +150,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: CollisionSolid m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_3278B543(inout - float size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(2.5,2.5,2.5));\n - \ }\n {\n VelocityRandomize_18D( /*inout */velocity, - \ /*inout */direction, /*inout */seed, (float)1, (float)1);\n }\n {\n - \ SetAttribute_3278B543( /*inout */size, /*inout */seed, (float)0.02, - (float)0.1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n attributeBuffer.Store3((index - * 0x8 + 0xA000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x1A000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0xA003) - << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x8 + 0xA000) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x1A000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_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_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionSphere_18C(inout float3 position, inout - float3 velocity, inout float age, float lifetime, inout uint seed, float3 Sphere_center, - float Sphere_radius, float Elasticity, float Friction, float LifetimeLoss, float - Roughness, float deltaTime, float colliderSign, float radius) /*mode:Solid radiusMode:FromSize - roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 dir = nextPos - Sphere_center;\n float sqrLength = dot(dir, dir);\n - \ float totalRadius = Sphere_radius + colliderSign * radius;\n if (colliderSign - * sqrLength <= colliderSign * totalRadius * totalRadius)\n {\n float - dist = sqrt(sqrLength);\n float3 n = colliderSign * dir / dist;\n position - -= n * (dist - totalRadius) * colliderSign;\n \n float3 randomNormal - = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal, - n) < 0.0f) ? -randomNormal : randomNormal; // random normal on hemisphere, - relative to the normal\n n = normalize(lerp(n, randomNormal, Roughness));\n - \ \n float projVelocity = dot(n, velocity);\n \n float3 normalVelocity - = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n - \ \n if (projVelocity < 0)\n velocity -= ((1 + Elasticity) - * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n - \ age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout - float3 position, float3 velocity, float deltaTime)\n{\n position += velocity - * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid - Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) - { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-5,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bb = max(scaleY, - scaleX);\n\t\t\t float tmp_bc = max(scaleZ, tmp_bb);\n\t\t\t float tmp_bd - = tmp_bc * size;\n\t\t\t float tmp_be = tmp_bd * (float)0.5;\n\t\t\t CollisionSphere_18C( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(0,0,0), (float)1, (float)0.5, (float)0.5, (float)0, (float)0.5, - deltaTime_a, (float)1, tmp_be);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-5,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bb = max(scaleY, scaleX);\n\t\t float tmp_bc = max(scaleZ, - tmp_bb);\n\t\t float tmp_bd = tmp_bc * size;\n\t\t float tmp_be = tmp_bd - * (float)0.5;\n\t\t CollisionSphere_18C( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, /*inout */seed, float3(0,0,0), (float)1, (float)0.5, - (float)0.5, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_be);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0xA003) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.1,0.1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_3278B543(inout - float size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(3,0,0), float3(2.5,2.5,2.5));\n - \ }\n {\n VelocityRandomize_18D( /*inout */velocity, - \ /*inout */direction, /*inout */seed, (float)1, (float)1);\n }\n {\n - \ SetAttribute_3278B543( /*inout */size, /*inout */seed, (float)0.02, - (float)0.1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n attributeBuffer.Store3((index - * 0x8 + 0xA000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x1A000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0xA003) - << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x8 + 0xA000) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x1A000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_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_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionAABox_18C(inout float3 position, inout - float3 velocity, inout float age, float lifetime, inout uint seed, float3 box_center, - float3 box_size, float Elasticity, float Friction, float LifetimeLoss, float - Roughness, float deltaTime, float colliderSign, float radius) /*mode:Solid radiusMode:FromSize - roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n - \ float3 dir = nextPos - box_center;\n float3 absDir = abs(dir);\n float3 - halfBoxSize = box_size * 0.5f + radius * colliderSign;\n bool collision = - all(absDir < halfBoxSize);\n if (collision)\n {\n float3 distanceToEdge - = (absDir - halfBoxSize);\n float3 absDistanceToEdge = abs(distanceToEdge);\n - \ \n float3 n;\n \n if (absDistanceToEdge.x < absDistanceToEdge.y - && absDistanceToEdge.x < absDistanceToEdge.z)\n n = float3(colliderSign - * sign(dir.x), 0.0f, 0.0f);\n else if (absDistanceToEdge.y < absDistanceToEdge.z)\n - \ n = float3(0.0f, colliderSign * sign(dir.y), 0.0f);\n else\n - \ n = float3(0.0f, 0.0f, colliderSign * sign(dir.z));\n position - -= n * distanceToEdge;\n float3 randomNormal = normalize(RAND3 * 2.0f - - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float - projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity - * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if - (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) - * n;\n velocity -= Friction * tangentVelocity;\n \n age += - (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout float3 - position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-5,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bc = max(scaleY, - scaleX);\n\t\t\t float tmp_bd = max(scaleZ, tmp_bc);\n\t\t\t float tmp_be - = tmp_bd * size;\n\t\t\t float tmp_bf = tmp_be * (float)0.5;\n\t\t\t CollisionAABox_18C( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(3,0,0), float3(2,2,2), (float)0.5, (float)0.5, (float)0, (float)0.5, - deltaTime_a, (float)1, tmp_bf);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-5,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bc = max(scaleY, scaleX);\n\t\t float tmp_bd = max(scaleZ, - tmp_bc);\n\t\t float tmp_be = tmp_bd * size;\n\t\t float tmp_bf = tmp_be - * (float)0.5;\n\t\t CollisionAABox_18C( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, /*inout */seed, float3(3,0,0), float3(2,2,2), (float)0.5, - (float)0.5, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_bf);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0xA003) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1,0.1,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_3278B543(inout - float size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(6,0,0), float3(2.5,2.5,2.5));\n - \ }\n {\n VelocityRandomize_18D( /*inout */velocity, - \ /*inout */direction, /*inout */seed, (float)1, (float)1);\n }\n {\n - \ SetAttribute_3278B543( /*inout */size, /*inout */seed, (float)0.02, - (float)0.1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n attributeBuffer.Store3((index - * 0x8 + 0xA000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x1A000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0xA003) - << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x8 + 0xA000) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x1A000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_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_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionCylinder_18C(inout float3 position, - inout float3 velocity, inout float age, float lifetime, inout uint seed, float3 - Cylinder_center, float Cylinder_radius, float Cylinder_height, float Elasticity, - float Friction, float LifetimeLoss, float Roughness, float deltaTime, float - colliderSign, float radius) /*mode:Solid radiusMode:FromSize roughSurface:True - */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 - dir = nextPos - Cylinder_center;\n const float halfHeight = Cylinder_height - * 0.5f + radius * colliderSign;\n const float cylinderRadius = Cylinder_radius - + radius * colliderSign;\n float sqrLength = dot(dir.xz, dir.xz);\n \n - \ bool collision = abs(dir.y) < halfHeight && sqrLength < cylinderRadius * - cylinderRadius;\n \n if (collision)\n {\n float dist = sqrt(sqrLength);\n - \ float distToCap = colliderSign * (halfHeight - abs(dir.y));\n float - distToSide = colliderSign * (cylinderRadius - dist);\n \n float3 n - = colliderSign * float3(dir.xz / dist, sign(dir.y)).xzy;\n \n n *= - distToSide < distToCap ? float3(1,0,1) : float3(0,1,0);\n position += - n * min(distToSide,distToCap);\n \n float3 randomNormal = normalize(RAND3 - * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal - : randomNormal; // random normal on hemisphere, relative to the normal\n - \ n = normalize(lerp(n, randomNormal, Roughness));\n \n float - projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity - * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if - (projVelocity < 0)\n velocity -= ((1 + Elasticity) * projVelocity) - * n;\n velocity -= Friction * tangentVelocity;\n \n age += - (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout float3 - position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\t\tfloat scaleZ = (float)1;\n\t\t\tfloat scaleY - = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-5,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bc = max(scaleY, - scaleX);\n\t\t\t float tmp_bd = max(scaleZ, tmp_bc);\n\t\t\t float tmp_be - = tmp_bd * size;\n\t\t\t float tmp_bf = tmp_be * (float)0.5;\n\t\t\t CollisionCylinder_18C( - /*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout - */seed, float3(6,0,0), (float)1, (float)2, (float)0.5, (float)0.5, (float)0, - (float)0.5, deltaTime_a, (float)1, tmp_bf);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-5,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bc = max(scaleY, scaleX);\n\t\t float tmp_bd = max(scaleZ, - tmp_bc);\n\t\t float tmp_be = tmp_bd * size;\n\t\t float tmp_bf = tmp_be - * (float)0.5;\n\t\t CollisionCylinder_18C( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, /*inout */seed, float3(6,0,0), (float)1, (float)2, - (float)0.5, (float)0.5, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_bf);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0xA003) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.1,1,0.1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid PositionAABox_18D(inout - float3 position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume - spawnMode:Randomized */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid - VelocityRandomize_18D(inout float3 velocity, inout float3 direction, inout uint - seed, float Speed, float DirectionBlend) /*composition:Add speedMode:Constant - */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float - speed = Speed;\n direction = VFXSafeNormalize(lerp(direction, randomDirection, - DirectionBlend));\n velocity += direction * speed;\n}\nvoid SetAttribute_3278B543(inout - float size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite - Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n - \ float3 velocity = float3(0,0,0);\n float3 direction = float3(0,0,1);\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(9,0,0), float3(2.5,2.5,2.5));\n - \ }\n {\n VelocityRandomize_18D( /*inout */velocity, - \ /*inout */direction, /*inout */seed, (float)1, (float)1);\n }\n {\n - \ SetAttribute_3278B543( /*inout */size, /*inout */seed, (float)0.02, - (float)0.1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n attributeBuffer.Store3((index - * 0x8 + 0xA000) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x1A000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0xA003) - << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x8 + 0xA000) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x1A000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_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_SCALEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define - VFX_USE_SCALEX_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D DistanceField_b;\nSamplerState - samplerDistanceField_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity - += Force * deltaTime;\n}\nvoid CollisionSDF_18C(inout float3 position, inout - float3 velocity, inout float age, float lifetime, inout uint seed, VFXSampler3D - DistanceField, float4x4 FieldTransform, float Elasticity, float Friction, float - LifetimeLoss, float Roughness, float deltaTime, float colliderSign, float radius, - float4x4 InvFieldTransform) /*mode:Solid radiusMode:FromSize roughSurface:True - */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n \n float3 - tPos = mul(InvFieldTransform, float4(nextPos,1.0f)).xyz;\n float tRadius - = radius * length(InvFieldTransform[0]); // Only uniform scale for SDF transform\n - \ float3 coord = saturate(tPos + 0.5f);\n float dist = SampleSDF(DistanceField, - coord) - colliderSign * tRadius;\n \n if (colliderSign * dist <= 0.0f) - // collision\n {\n float3 n = SampleSDFDerivatives(DistanceField, - coord);\n \n // back in system space\n float3 delta = colliderSign - * mul(FieldTransform,float4(normalize(n) * abs(dist),0)).xyz;\n n = normalize(delta);\n - \ \n float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal - = (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal; // random - normal on hemisphere, relative to the normal\n n = normalize(lerp(n, - randomNormal, Roughness));\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 position += delta;\n - \ }\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float - deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float - age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float - lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2000) << 2));\n\t\t\tuint seed - = (attributeBuffer.Load((index * 0x8 + 0xA003) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0xA000) << 2));\n\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0xA004) << 2));\n\t\t\tfloat - scaleZ = (float)1;\n\t\t\tfloat scaleY = (float)1;\n\t\t\tfloat scaleX = (float)1;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ Gravity( /*inout */velocity, float3(0,-5,0), deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ float tmp_bc = max(scaleY, scaleX);\n\t\t\t float tmp_bd = max(scaleZ, - tmp_bc);\n\t\t\t float tmp_be = tmp_bd * size;\n\t\t\t float tmp_bf = - tmp_be * (float)0.5;\n\t\t\t CollisionSDF_18C( /*inout */position, /*inout - */velocity, /*inout */age, lifetime, /*inout */seed, GetVFXSampler(DistanceField_b, - samplerDistanceField_b), float4x4(0.9058666,0,3.38074,9,0,3.5,0,0,-3.38074,0,0.9058666,0,0,0,0,1), - (float)0.5, (float)0.5, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_bf, - float4x4(0.07394829,0,-0.2759788,-0.6655347,0,0.2857143,0,0,0.2759788,0,0.0739483,-2.483809,0,0,0,1));\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA003) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index * - 0x8 + 0xA000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xA004) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tuint seed = (attributeBuffer.Load((index * 0x8 - + 0xA003) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xA000) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1A000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xA004) << 2));\n\t\tfloat scaleZ = (float)1;\n\t\tfloat scaleY = (float)1;\n\t\tfloat - scaleX = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 + 0x2003) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-5,0), deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ float tmp_bc = max(scaleY, scaleX);\n\t\t float tmp_bd = max(scaleZ, - tmp_bc);\n\t\t float tmp_be = tmp_bd * size;\n\t\t float tmp_bf = tmp_be - * (float)0.5;\n\t\t CollisionSDF_18C( /*inout */position, /*inout */velocity, - \ /*inout */age, lifetime, /*inout */seed, GetVFXSampler(DistanceField_b, samplerDistanceField_b), - float4x4(0.9058666,0,3.38074,9,0,3.5,0,0,-3.38074,0,0.9058666,0,0,0,0,1), (float)0.5, - (float)0.5, (float)0, (float)0.5, deltaTime_a, (float)1, tmp_bf, float4x4(0.07394829,0,-0.2759788,-0.6655347,0,0.2857143,0,0,0.2759788,0,0.0739483,-2.483809,0,0,0,1));\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + - 0xA003) << 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0xA000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0xA004) << - 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid - Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t \n\t\t\t if (unity_OrthoParams.w - == 1.0f) // Face plane for ortho\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 - \ else\n\t\t\t {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX, - inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size - * float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t - \ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] - * _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize - = max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y) - / (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize - = clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y - / size;\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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 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\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 * 0x4 + 0x2003) << 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 + 0x2000) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1A000) << 2));\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,1,0.1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.3);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tSubpixelAA(position, - \ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 9 - - op: 1 - valueIndex: 18 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 21 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 25 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 28 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 33 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 12 - - op: 1 - valueIndex: 50 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 51 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 54 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 55 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 56 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 59 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 60 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 63 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 66 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 69 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 72 - data[0]: -1 - data[1]: -1 - 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m_Value: {x: 2.5, y: 2.5, z: 2.5} - - m_ExpressionIndex: 18 - m_Value: {x: 9, y: 0, z: 0} - - m_ExpressionIndex: 19 - m_Value: {x: 6, y: 0, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: 3, y: 0, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 3, y: 5, z: 3} - - m_ExpressionIndex: 22 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 24 - m_Value: {x: 1, y: 1, z: 0.1} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -1641,548 +171,20 @@ VisualEffectResource: m_Int: m_Array: [] m_Matrix4x4f: - m_Array: - - m_ExpressionIndex: 1 - m_Value: - e00: 0.9058666 - e01: 0 - e02: 3.3807404 - e03: 9 - e10: 0 - e11: 3.5 - e12: 0 - e13: 0 - e20: -3.3807404 - e21: 0 - e22: 0.9058666 - e23: 0 - e30: 0 - e31: 0 - e32: 0 - e33: 1 - - m_ExpressionIndex: 11 - m_Value: - e00: 0.073948294 - e01: -0 - e02: -0.27597883 - e03: -0.66553473 - e10: 0 - e11: 0.2857143 - e12: 0 - e13: 0 - e20: 0.2759788 - e21: 0 - e22: 0.0739483 - e23: -2.4838092 - e30: 0 - e31: 0 - e32: 0 - e33: 1 + m_Array: [] m_AnimationCurve: m_Array: [] m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {fileID: 11700000, guid: 9ff0f62e2b79bcd48b0bc9743e9d9eb8, type: 3} - - m_ExpressionIndex: 7 - m_Value: {fileID: 2800000, guid: d01d8874889eebc4ab0cde7f2b3309de, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 114688 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 8192 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 40960 - structure: 8 - element: 0 - - name: seed - type: 6 - offset: - bucket: 40960 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 8 - element: 4 - - name: size - type: 1 - offset: - bucket: 106496 - structure: 1 - element: 0 - capacity: 8192 - stride: 4 - - type: 1 - size: 114688 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 8192 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 40960 - structure: 8 - element: 0 - - name: seed - type: 6 - offset: - bucket: 40960 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 8 - element: 4 - - name: size - type: 1 - offset: - bucket: 106496 - structure: 1 - element: 0 - capacity: 8192 - stride: 4 - - type: 1 - size: 114688 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 8192 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 40960 - structure: 8 - element: 0 - - name: seed - type: 6 - offset: - bucket: 40960 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 8 - element: 4 - - name: size - type: 1 - offset: - bucket: 106496 - structure: 1 - element: 0 - capacity: 8192 - stride: 4 - - type: 1 - size: 114688 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 8192 - structure: 4 - element: 3 - - name: velocity - type: 3 - offset: - bucket: 40960 - structure: 8 - element: 0 - - name: seed - type: 6 - offset: - bucket: 40960 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 40960 - structure: 8 - element: 4 - - name: size - type: 1 - offset: - bucket: 106496 - structure: 1 - element: 0 - capacity: 8192 - stride: 4 - - type: 1 - size: 114688 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 8192 - structure: 4 - element: 0 - - name: alive - 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\ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_E6295C0(inout float3 velocity, inout uint seed, float3 - Min, float3 Max) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent - channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float3 velocity = float3(0,0,0);\n float lifetime = (float)1;\n - \ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.56, (float)6.283185, - (float)1);\n }\n {\n SetAttribute_E6295C0( /*inout - */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n - 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VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - ConformToSDF(inout float3 velocity, float3 position, float mass, VFXSampler3D - DistanceField, float4x4 InvFieldTransform, float4x4 FieldTransform, float attractionSpeed, - float attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n - \ \n float3 tPos = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n - \ float3 coord = saturate(tPos + 0.5f);\n float dist = SampleSDF(DistanceField, - coord);\n \n float3 absPos = abs(tPos);\n float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n - \ float3 dir;\n if (outsideDist > 0.5f) // Check wether point is outside - the box\n {\n // in that case just move towards center\n dist - += outsideDist - 0.5f;\n dir = normalize(float3(FieldTransform[0][3],FieldTransform[1][3],FieldTransform[2][3]) - - position);\n }\n else\n {\n // compute normal\n dir - = SampleSDFDerivativesFast(DistanceField, coord, dist);\n if (dist > - 0)\n dir = -dir;\n dir = normalize(mul(FieldTransform,float4(dir,0)));\n - \ }\n \n float distToSurface = abs(dist);\n \n float spdNormal - = dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n - \ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float - deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass ;\n}\nvoid CollisionSDF_0(inout - float3 position, inout float3 velocity, inout float age, float lifetime, VFXSampler3D - DistanceField, float4x4 FieldTransform, float Elasticity, float Friction, float - LifetimeLoss, float deltaTime, float colliderSign, float radius, float4x4 InvFieldTransform) - /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n float3 nextPos - = position + velocity * deltaTime;\n \n float3 tPos = mul(InvFieldTransform, - float4(nextPos,1.0f)).xyz;\n float tRadius = radius * length(InvFieldTransform[0]); - // Only uniform scale for SDF transform\n float3 coord = saturate(tPos + - 0.5f);\n float dist = SampleSDF(DistanceField, coord) - colliderSign * tRadius;\n - \ \n if (colliderSign * dist <= 0.0f) // collision\n {\n float3 - n = SampleSDFDerivatives(DistanceField, coord);\n \n // back in system - space\n float3 delta = colliderSign * mul(FieldTransform,float4(normalize(n) - * abs(dist),0)).xyz;\n n = normalize(delta);\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 position += delta;\n }\n}\nvoid - Turbulence_1(float3 position, inout float3 velocity, float mass, float4x4 InvFieldTransform, - float4x4 FieldTransform, float Roughness, float Intensity, float Drag, uint - octaves, float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz - * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime - / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x3E800) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x46500) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)5, (float)32, (float)0.1, (float)5000, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSDF_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, GetVFXSampler(DistanceField_a, samplerDistanceField_a), FieldTransform_a, - (float)0, (float)1, (float)0, deltaTime_a, (float)1, (float)0, InvFieldTransform_b);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), - float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), (float)0.5, (float)5, (float)1, (uint)3, - deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x46500) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3E800) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x46500) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t ConformToSDF( /*inout */velocity, - position, mass, GetVFXSampler(DistanceField_a, samplerDistanceField_a), InvFieldTransform_a, - FieldTransform_a, (float)5, (float)32, (float)0.1, (float)5000, deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ CollisionSDF_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, GetVFXSampler(DistanceField_a, samplerDistanceField_a), FieldTransform_a, - (float)0, (float)1, (float)0, deltaTime_a, (float)1, (float)0, InvFieldTransform_b);\n\t\t}\n\t\t{\n\t\t - \ Turbulence_1(position, /*inout */velocity, mass, float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), - float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), (float)0.5, (float)5, (float)1, (uint)3, - deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0x46500) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_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 - 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\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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 SetAttribute_3278B229(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_z = velocity * float3(0.3,0.3,0.3);\n\t\t\t\t float3 tmp_bb - = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\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 SetAttribute_3278B229( - /*inout */size, (float)0.53);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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 SetAttribute_3278B229(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_z = velocity * float3(0.3,0.3,0.3);\n\t\t\t\t float3 tmp_bb - = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\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 SetAttribute_3278B229( - /*inout */size, (float)0.53);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_E6295C0(inout float3 velocity, inout uint seed, float3 - Min, float3 Max) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent - channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float3 velocity = float3(0,0,0);\n float lifetime = (float)1;\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, ArcSphere_sphere_center_a, (float)0.56, (float)6.283185, - (float)1);\n }\n {\n SetAttribute_E6295C0( /*inout - */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n - \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)5, (float)5);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x3E800) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x46500) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x8 + 0x4) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x3E800) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0x46500) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\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_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - ConformToSphere(inout float3 velocity, float3 position, float mass, float3 Sphere_center, - float Sphere_radius, float attractionSpeed, float attractionForce, float stickDistance, - float stickForce, float deltaTime)\n{\n \n float3 dir = Sphere_center - - position;\n float distToCenter = length(dir);\n float distToSurface - = distToCenter - Sphere_radius;\n dir /= max(VFX_FLT_MIN,distToCenter); // - safe normalize\n float spdNormal = dot(dir,velocity);\n float ratio = - smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n float tgtSpeed - = sign(distToSurface) * attractionSpeed * ratio;\n float deltaSpeed = tgtSpeed - - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime - * lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid Turbulence_1(float3 - position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4 - FieldTransform, float Roughness, float Intensity, float Drag, uint octaves, - float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, - float4(position,1.0f)).xyz;\n \n float3 value = Noise3D(vectorFieldCoord - + 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz - * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime - / mass);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x3E800) << 2));\n\t\t\tfloat - mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x46500) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t ConformToSphere( /*inout */velocity, - position, mass, float3(0,0,10), (float)5, (float)5, (float)20, (float)0.1, (float)50, - deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, /*inout */velocity, - mass, float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), - (float)0.5, (float)5, (float)1, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x4) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x46500) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x4) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3E800) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x46500) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t ConformToSphere( /*inout */velocity, - position, mass, float3(0,0,10), (float)5, (float)5, (float)20, (float)0.1, (float)50, - deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_1(position, /*inout */velocity, - mass, float4x4(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), - (float)0.5, (float)5, (float)1, (uint)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x46500) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_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 - 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\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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 SetAttribute_3278B229(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_z = velocity * float3(0.3,0.3,0.3);\n\t\t\t\t float3 tmp_bb - = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\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 SetAttribute_3278B229( - /*inout */size, (float)0.53);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\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 SetAttribute_3278B229(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float3 tmp_z = velocity * float3(0.3,0.3,0.3);\n\t\t\t\t float3 tmp_bb - = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\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 SetAttribute_3278B229( - /*inout */size, (float)0.53);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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 - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -95,1914 +97,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: Distortion m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 0 - name: '[Normal Based]Distortion Quad Output' - source: "Shader \"Hidden/VFX/Normal Based/Distortion Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\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_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK - 1\n\t\t#define DISTORTION_NORMALBASED 1\n\t\t#define DISTORTION_SCALE_BY_DISTANCE - 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 - normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tTexture2D smoothnessMap;\n\t\tSamplerState - samplersmoothnessMap;\n\t\tTexture2D alphaMask;\n\t\tSamplerState sampleralphaMask;\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 - 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\n\t\t// - Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\" - }\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp - Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\t#define USE_NORMAL_MAP DISTORTION_NORMALBASED\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\n\t\t\t\t#if - USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION \n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t// x: - horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t// z: - blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if - USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat3 tangent - : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_POSSS - projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if DISTORTION_NORMALBASED\n\t\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define - VFX_VARYING_UV uv\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\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\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 - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-2,2,0));\n\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 SetAttribute_3278B22F( - /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(4,4);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.25,0.25);\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\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\tfloat distortionScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = (float)250;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\tfloat distortionScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = (float)250;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t\t\t\t - \ blurScale = (float)0.1;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z - = blurScale;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t// - Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - /= clipPosW;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion - = (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur - = smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat - smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat - smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion - = viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur - = (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\to.distortion.xyw - = i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\to.distortion.z - = 1.0;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 1 - name: '[Normal Based]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_PARTICLEID_CURRENT - 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define - VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSequential_913D42CB(uint particleId, - inout float3 position, float3 computedPosition) /*shape:ThreeDimensional index:ParticleID - writePosition:True writeTargetPosition:False mode:Wrap */\n{\n position += - computedPosition;\n \n}\nvoid SetAttribute_CA10063D(inout float texIndex, - float TexIndex) /*attribute:texIndex Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n texIndex = TexIndex;\n}\nvoid SetAttribute_48A7C211(inout - float angleZ, inout uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite - Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(Min.x,Max.x,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n uint particleId - = (uint)0;\n float3 position = float3(0,0,0);\n float texIndex - = (float)0;\n float angleZ = (float)0;\n uint seed = (uint)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n uint tmp_u = particleId / (uint)16;\n uint - tmp_v = tmp_u * (uint)16;\n uint tmp_w = particleId - tmp_v;\n uint - tmp_y = tmp_w / (uint)4;\n float tmp_z = (float)tmp_y;\n uint - tmp_ba = tmp_y * (uint)4;\n uint tmp_bb = tmp_w - tmp_ba;\n float - tmp_bc = (float)tmp_bb;\n uint tmp_bd = tmp_w - tmp_w;\n float - tmp_be = (float)tmp_bd;\n float3 tmp_bf = float3(tmp_z, tmp_bc, tmp_be);\n - \ float3 tmp_bh = tmp_bf / float3(3,3,1);\n float3 tmp_bj - = tmp_bh * float3(2,2,2);\n float3 tmp_bl = tmp_bj - float3(1,1,1);\n - \ float tmp_bm = tmp_bl[0];\n float3 tmp_bn = float3(tmp_bm, - tmp_bm, tmp_bm);\n float3 tmp_bp = tmp_bn * float3(1,0,0);\n float - tmp_bq = tmp_bl[1];\n float3 tmp_br = float3(tmp_bq, tmp_bq, tmp_bq);\n - \ float3 tmp_bt = tmp_br * float3(0,1,0);\n float3 tmp_bu - = tmp_bp + tmp_bt;\n PositionSequential_913D42CB(particleId, /*inout - */position, tmp_bu);\n }\n {\n float tmp_t = (float)particleId;\n - \ SetAttribute_CA10063D( /*inout */texIndex, tmp_t);\n }\n - \ {\n SetAttribute_48A7C211( /*inout */angleZ, /*inout */seed, - (float)0, (float)360);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(texIndex));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(angleZ));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(texIndex));\n - \ attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(angleZ));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[Normal Based]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Normal Based]Distortion Mesh Output' - source: "Shader \"Hidden/VFX/Normal Based/Distortion Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK - 1\n\t\t#define DISTORTION_NORMALBASED 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 - normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tTexture2D smoothnessMap;\n\t\tSamplerState - samplersmoothnessMap;\n\t\tTexture2D alphaMask;\n\t\tSamplerState sampleralphaMask;\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 - 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\n\t\t// - Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\" - }\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp - Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\t#define USE_NORMAL_MAP DISTORTION_NORMALBASED\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\n\t\t\t\t#if - USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t// x: - horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t// z: - blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if - USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat4 tangent - : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_POSSS - projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if DISTORTION_NORMALBASED\n\t\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define - VFX_VARYING_UV uv\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\n\t\t\n\t\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\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 - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(2,2,0));\n\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 SetAttribute_3278B22F( - /*inout */size, (float)1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(4,4);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.25,0.25);\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\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\t\tfloat distortionScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = (float)32;\n\t\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\t\tfloat distortionScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = (float)32;\n\t\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\tfloat - blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t\t blurScale = (float)0.1;\n\t\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z - = blurScale;\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t\t// - Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - /= clipPosW;\n\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion - = (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur - = smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\t\t\t\t\t\tconst - VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_TANGENT) && USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat - smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat - smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion - = viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur - = (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\to.distortion.xyw - = i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\to.distortion.z - = 1.0;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_48A7BD6A(inout float angleX, inout - float angleY, inout float angleZ, inout uint seed, float3 Min, float3 Max) /*attribute:angle - Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ */\n{\n angleX - = lerp(Min.x,Max.x,RAND);\n angleY = lerp(Min.y,Max.y,RAND);\n angleZ - = lerp(Min.z,Max.z,RAND);\n}\nvoid SetAttribute_CAC295B2(inout float3 position, - inout uint seed, float3 Min, float3 Max) /*attribute:position Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n position = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_3278B545(inout float size, inout uint seed, float Min, float Max) - /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:XYZ - */\n{\n size = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float angleX - = (float)0;\n float angleY = (float)0;\n float angleZ = (float)0;\n - \ uint seed = (uint)0;\n float3 position = float3(0,0,0);\n float - size = (float)0.1;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_48A7BD6A( - /*inout */angleX, /*inout */angleY, /*inout */angleZ, /*inout */seed, float3(0,0,0), - float3(360,360,360));\n }\n {\n SetAttribute_CAC295B2( - /*inout */position, /*inout */seed, float3(-5,-5,2), float3(5,5,2));\n }\n - \ {\n SetAttribute_3278B545( /*inout */size, /*inout */seed, - (float)0.74, (float)0.37);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x8 + 0x3) << 2,asuint(angleX));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(angleY));\n attributeBuffer.Store((index - * 0x8 + 0x5) << 2,asuint(angleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x6) << 2,asuint(size));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x8 + 0x3) << - 2,asuint(angleX));\n attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(angleY));\n - \ attributeBuffer.Store((index * 0x8 + 0x5) << 2,asuint(angleZ));\n attributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x8 + 0x6) << 2,asuint(size));\n \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 2]Lit Cube Output' - source: "Shader \"Hidden/VFX/System 2/Lit Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_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_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_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: - alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\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.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\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 + 0x6) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - 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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\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 + 0x6) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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_Target0\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\t#if USE_SOFT_PARTICLE - || USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// - y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 - offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation - float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation - uint faceID : TEXCOORD6;\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\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define - VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if HDRP_NEEDS_UVS\n\t\t#define - VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\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 + 0x6) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - 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\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index - * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat angleY = asfloat(attributeBuffer.Load((index - * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x8 + 0x5) << 2));\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 + 0x6) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t#if - !USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst - VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS - = lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS - = VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS - = normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Screen-Space]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n{\n position += Position;\n}\nvoid SetAttribute_CA10063D(inout - float texIndex, float TexIndex) /*attribute:texIndex Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n texIndex = TexIndex;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float texIndex = (float)0;\n uint particleId - = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float tmp_t = (float)particleId;\n - \ float3 tmp_u = float3((float)0, (float)0, tmp_t);\n SetAttribute_CAC29747( - /*inout */position, tmp_u);\n }\n {\n SetAttribute_C707D62A( - /*inout */position, float3(0,0,-12));\n }\n {\n float - tmp_s = (float)particleId;\n float tmp_u = tmp_s * (float)4;\n SetAttribute_CA10063D( - /*inout */texIndex, tmp_u);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x30) << 2,asuint(texIndex));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x30) << - 2,asuint(texIndex));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Screen-Space]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_TEXINDEX_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - FlipbookPlay_0(inout float texIndex, float FrameRate, float deltaTime) /*mode:Constant - */\n{\n texIndex += FrameRate * deltaTime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x30) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ FlipbookPlay_0( /*inout */texIndex, (float)25, deltaTime_a);\n\t\t\t}\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x30) << 2,asuint(texIndex));\n\t\t\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x30) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ FlipbookPlay_0( /*inout */texIndex, (float)25, deltaTime_a);\n\t\t}\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x1 + 0x30) << 2,asuint(texIndex));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Screen-Space]Distortion Quad Output' - source: "Shader \"Hidden/VFX/Screen-Space/Distortion Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\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_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK - 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t#define DISTORTION_SCREENSPACE - 1\n\t\t#define DISTORTION_SCALE_BY_DISTANCE 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 - distortionBlurMap;\n\t\tSamplerState samplerdistortionBlurMap;\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 - 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\n\t\t// - Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\" - }\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp - Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\t#define USE_NORMAL_MAP DISTORTION_NORMALBASED\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\n\t\t\t\t#if - USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION \n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t// x: - horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t// z: - blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if - USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat3 tangent - : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_POSSS - projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if DISTORTION_NORMALBASED\n\t\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define - VFX_VARYING_UV uv\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\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x30) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x1 + 0x30) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)3.78);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-2,-2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(8,8);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.125,0.125);\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\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(12,128);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(12,128);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t\t\t\t - \ blurScale = (float)0.1;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z - = blurScale;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t// - Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - /= clipPosW;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion - = (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur - = smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat - smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat - smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion - = viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur - = (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\to.distortion.xyw - = i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\to.distortion.z - = 1.0;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[Screen-Space]Distortion Quad Output' - source: "Shader \"Hidden/VFX/Screen-Space/Distortion Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\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_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK - 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t#define DISTORTION_SCREENSPACE - 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 - distortionBlurMap;\n\t\tSamplerState samplerdistortionBlurMap;\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 - 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\n\t\t// - Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\" - }\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp - Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\t#define USE_NORMAL_MAP DISTORTION_NORMALBASED\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\n\t\t\t\t#if - USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION \n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t// x: - horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t// z: - blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if - USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat3 tangent - : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_POSSS - projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if DISTORTION_NORMALBASED\n\t\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define - VFX_VARYING_UV uv\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\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x30) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x1 + 0x30) << 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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)3.78);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(2,-2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(8,8);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.125,0.125);\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\tVFXUVData - uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(48,12);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(48,12);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t\t\t\t - \ blurScale = (float)0.1;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z - = blurScale;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t// - Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - /= clipPosW;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion - = (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur - = smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat - smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat - smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion - = viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur - = (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\to.distortion.xyw - = i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\to.distortion.z - = 1.0;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 0 - name: '[System 4]Distortion Quad Output' - source: "Shader \"Hidden/VFX/System 4/Distortion Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\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_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define USE_UV_SCALE_BIAS 1\n\t\t#define DISTORTION_SCREENSPACE - 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 - distortionBlurMap;\n\t\tSamplerState samplerdistortionBlurMap;\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 - 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\n\t\t// - Distortion pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DistortionVectors\" - }\n\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask 64\n\t\t\t\tRef 64\n\t\t\t\tComp - Always\n\t\t\t\tPass Replace\n\t\t\t}\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\t#define USE_NORMAL_MAP DISTORTION_NORMALBASED\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\n\t\t\t\t#if - USE_SOFT_PARTICLE || VFX_USE_ALPHA_CURRENT || USE_FLIPBOOK_INTERPOLATION \n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\t// w: alpha\n\t\t\t\tnointerpolation float4 - builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t// x: - horizontal value / normal scale\n\t\t\t\t// y: vertical value \n\t\t\t\t// z: - blur scale\n\t\t\t\tnointerpolation float3 distortionInterpolants : TEXCOORD3;\n\t\t\n\t\t\t\t#if - USE_SOFT_PARTICLE\n\t\t\t\tfloat4 projPos : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\tfloat3 normal : TEXCOORD5;\n\t\t\t\tfloat3 tangent - : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - distortion : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS - ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_POSSS - projPos\n\t\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#define VFX_VARYING_FRAMEBLEND - builtInInterpolants.z\n\t\t #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.w\n\t\t#if DISTORTION_NORMALBASED\n\t\t\t#define - VFX_VARYING_NORMAL normal\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t\t#define - VFX_VARYING_UV uv\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\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\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 size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, (float)3.78);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(0,0,-15.35));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\tfloat2 - uvScale = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t uvScale - = float2(0.125,0.125);\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\tfloat2 - uvBias = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t uvBias - = float2(0,0);\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_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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(-32,-32);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\t\t\tfloat2 distortionScale = (float2)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t\t\t\t distortionScale = float2(-32,-32);\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.x - = distortionScale;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.y = 0.0;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - blurScale = (float)0;\n\t\t\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t\t\t\t - \ blurScale = (float)0.5;\n\t\t\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.z - = blurScale;\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t#if DISTORTION_SCALE_BY_DISTANCE\n\t\t\t\t\t\t\t\t\t\t\t\t// - Scale Distortion by Distance\n\t\t\t\t\t\t\t\t\t\t\t\tfloat clipPosW = o.VFX_VARYING_POSCS.w;\n\t\t\t\t\t\t\t\t\t\t\t\to.distortionInterpolants.xy - /= clipPosW;\n\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat2 - distortion;\n\t\t\t\t\t\t\t\t\tfloat blur;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_SCREENSPACE\n\t\t\t\t\t\t\t\t\tfloat3 smpDistort = VFXGetTextureColor(VFX_SAMPLER(distortionBlurMap),i).xyz;\n\t\t\t\t\t\t\t\t\tdistortion - = (smpDistort.xy * 2.0 - 1.0) * i.distortionInterpolants.xy;\n\t\t\t\t\t\t\t\t\tblur - = smpDistort.z * i.distortionInterpolants.z;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - DISTORTION_NORMALBASED\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 bitangentWS - = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\t\t\t\t\tfloat - normalScale = 1.0f;\n\t\t\t\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\tnormalWS - = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\tfloat3 - viewNormal = mul(VFXGetWorldToViewRotMatrix(),normalWS);\n\t\t\t\t\t\t\t\t\tfloat - smpSmoothness = VFXGetTextureColor(VFX_SAMPLER(smoothnessMap),i).a;\n\t\t\t\t\t\t\t\t\tfloat - smpMask = VFXGetTextureColor(VFX_SAMPLER(alphaMask),i).a;\n\t\t\t\t\t\t\t\t\tdistortion - = viewNormal.xy * i.distortionInterpolants.x * smpMask;\n\t\t\t\t\t\t\t\t\tblur - = (1.0-smpSmoothness) * i.distortionInterpolants.z * smpMask; \n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\to.distortion.xyw - = i.VFX_VARYING_ALPHA * float3(distortion.xy, blur);\n\t\t\t\to.distortion.z - = 1.0;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_CA10063D(inout - float texIndex, float TexIndex) /*attribute:texIndex Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n texIndex = TexIndex;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - 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1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - 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1\n#define VFX_USE_TEXINDEX_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\nCBUFFER_START(parameters)\n - \ float4 TexIndex_a;\n float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - AttributeFromCurve_E38970BB(inout float texIndex, float age, float lifetime, - float4 TexIndex) /*attribute:texIndex 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(TexIndex, - t);\n texIndex = value;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x1 + 0xC) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime = - asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat texIndex - = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x8) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAttributeFromCurve_E38970BB( - /*inout */texIndex, age, lifetime, TexIndex_a);\n\t\t\tAge( /*inout */age, deltaTime_b);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x4) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x8) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xC) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x1 + 0x4) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x1 + 0x8) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0xC) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tAttributeFromCurve_E38970BB( - /*inout */texIndex, age, lifetime, TexIndex_a);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x4) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store((index * 0x1 + 0x8) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xC) << 2,uint(alive));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_TEXINDEX_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_FLIPBOOK - 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t#define USE_FLIPBOOK_MOTIONVECTORS - 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 - motionVectorMap;\n\t\tSamplerState samplermotionVectorMap;\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\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\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 - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xC) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xC) << 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 texIndex - = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,-0.37,0));\n\t\t\t\t}\n\t\t\t\tOrient_0( /*inout */axisX, /*inout - */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(5,5);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.2,0.2);\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\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\tfloat motionVectorScale = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t motionVectorScale = (float)0.05;\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_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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_TEXINDEX_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_OPAQUE_PARTICLE 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION - 1\n\t\t#define USE_FLIPBOOK_MOTIONVECTORS 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - motionVectorMap;\n\t\tSamplerState samplermotionVectorMap;\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 - 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\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 - SetAttribute_C6554520(inout float texIndex, float TexIndex) /*attribute:texIndex - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t texIndex - += TexIndex;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, - inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t - \ pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xC) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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\tuint particleId - = (attributeBuffer.Load((index * 0x1 + 0x10) << 2));\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 + 0xC) << 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 texIndex - = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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\tuint particleId - = (attributeBuffer.Load((index * 0x1 + 0x10) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_y = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_z = - FixedRand(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z * (float)10;\n\t\t\t\t SetAttribute_C6554520( - /*inout */texIndex, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0,-0.37,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,0,0.15));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(5,5);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.2,0.2);\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\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\tfloat motionVectorScale = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t motionVectorScale = (float)0.05;\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_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C6554520(inout float texIndex, float TexIndex) /*attribute:texIndex - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t texIndex - += TexIndex;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, - inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t - \ pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xC) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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\tuint particleId - = (attributeBuffer.Load((index * 0x1 + 0x10) << 2));\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 + 0xC) << 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 texIndex - = asfloat(attributeBuffer.Load((index * 0x1 + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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\tuint particleId - = (attributeBuffer.Load((index * 0x1 + 0x10) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_y = particleId ^ asuint(uniform_b);\n\t\t\t\t float tmp_z = - FixedRand(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z * (float)10;\n\t\t\t\t SetAttribute_C6554520( - /*inout */texIndex, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( - /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0,-0.37,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,0,0.15));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t flipBookSize = float2(5,5);\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\tfloat2 - invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invFlipBookSize = float2(0.2,0.2);\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\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\tfloat motionVectorScale = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t - \ \n\t\t\t\t\t\t motionVectorScale = (float)0.05;\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_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = float3(0,0,0);\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 8 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 6 - - op: 62 - valueIndex: 2 - data[0]: 1 - data[1]: 0 - data[2]: -1 - data[3]: 6 - 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data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 15 - - op: 1 - valueIndex: 24 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 32 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 2 - - op: 1 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 9 - valueIndex: 37 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 3 - m_Value: 10 - - m_ExpressionIndex: 7 - m_Value: 0.05 + m_Array: [] m_Vector2f: - m_Array: - - m_ExpressionIndex: 5 - m_Value: {x: 1, y: 1} - - m_ExpressionIndex: 9 - m_Value: {x: 0.2, y: 0.2} - - m_ExpressionIndex: 10 - m_Value: {x: 5, y: 5} - - m_ExpressionIndex: 18 - m_Value: {x: 10, y: 10} - - m_ExpressionIndex: 19 - m_Value: {x: 0, y: 0} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 12 - m_Value: {x: 0, y: 0, z: 0.15} - - m_ExpressionIndex: 16 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 17 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 20 - m_Value: {x: 0, y: -0.37, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 32 - - m_ExpressionIndex: 14 - m_Value: 4294967295 + m_Array: [] m_Int: m_Array: [] m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 4 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0 - inSlope: 42.29751 - outSlope: 42.29751 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 24 - inSlope: 24 - outSlope: 24 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 + m_Array: [] m_Gradient: m_Array: [] m_NamedObject: - 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offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1495,160 +673,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435457 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Count - index: 5 - - nameId: Delay - index: 19 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 268435458 - buffers: [] - temporaryBuffers: [] - values: - - nameId: nb - index: 5 - - nameId: period - index: 18 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 1 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 17 - - nameId: bounds_size - index: 16 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 17 - - nameId: bounds_size - index: 16 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: TexIndex_a - index: 13 - - nameId: deltaTime_b - index: 11 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 21 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: motionVectorMap - index: 8 - - nameId: mainTexture - index: 6 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1073741828 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 2 - - nameId: motionVectorMap - index: 8 - - nameId: mainTexture - index: 6 - params: - - nameId: mesh - index: 15 - - nameId: subMeshMask - 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1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ - */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_48A7C211(inout - float angleZ, inout uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite - Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(Min.x,Max.x,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float angleZ = (float)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n {\n - \ SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, (float)1, - (float)3);\n }\n {\n SetAttribute_48A7C211( /*inout - */angleZ, /*inout */seed, (float)0, (float)360);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x1 + 0x500) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x640) << 2,asuint(angleZ));\n - \ attributeBuffer.Store3((index * 0x4 + 0x780) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0xC80) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0xC81) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * - 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index * - 0x1 + 0x640) << 2,asuint(angleZ));\n attributeBuffer.Store3((index * - 0x4 + 0x780) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x2 + 0xC80) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0xC81) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Smoke]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0xC80) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x780) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0xC81) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x780) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xC81) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xC80) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x780) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0xC80) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0xC81) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x780) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0xC80) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0xC81) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Smoke]Quad' - source: "Shader \"Hidden/VFX/Smoke/Quad\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_GRADIENTMAPPED 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_PREMULTIPLY 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\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_c;\n\t\t float gradient_f;\n\t\t float gradient;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float - t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size, - t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout - float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if - VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x780) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xC80) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x2 + 0xC81) << 2));\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 * 0x2 + 0xC80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x780) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x2 + 0xC81) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,0,0.5));\n\t\t\t\t}\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, - \ /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( /*inout */size, age, - lifetime, Size_c);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C7757136( /*inout */alpha, - (float)5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout - */color, float3(100,100,100));\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_f);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)2.222222;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Lines / Points]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionSphere_0(inout float3 position, inout - uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, - float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized - */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n - \ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n - \ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n - \ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float - Min, float Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n - \ float lifetime = (float)1;\n float3 velocity = float3(0,0,0);\n - \ float3 color = float3(1,1,1);\n float alpha = (float)1;\n float - age = (float)0;\n bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionSphere_0( - /*inout */position, /*inout */seed, /*inout */direction, ArcSphere_sphere_center_a, - (float)0.2, (float)6.283185, (float)1);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)0.2, (float)3.2);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x40000) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x50000) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x4 + 0x90000) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x90003) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0xD0000) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x1 + 0xE0000) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x40000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x90000) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0x90003) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x1 + 0xD0000) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x1 + 0xE0000) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Lines / Points]Update' - source: "#pragma kernel CSMain\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_MASS_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALPHA_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n float Color_b;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D - VectorField_a;\nSamplerState samplerVectorField_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D - VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, - float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative - ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord - = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value - = SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value - = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value - * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid AttributeFromCurve_48A86161(inout - float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color - Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent - ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n - \ float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = - value.rgb;\n alpha = value.a;\n}\nvoid EulerIntegration(inout float3 position, - float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid - Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float - age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = - false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xE0000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat3 color = - asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\tfloat alpha - = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0xD0000) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_a, - samplerVectorField_a), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), - (float)12, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\tAttributeFromCurve_48A86161( - /*inout */color, /*inout */alpha, age, lifetime, Color_b);\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x50000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x90000) << 2,asuint(color));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x90003) << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xD0000) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xE0000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50000) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x90000) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x4 + 0x90003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0xD0000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0xE0000) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity, - mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), float4x4(0.5,0,0,0,0,0.5,0,0,0,0,0.5,0,0,0,0,1), - float4x4(2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,1), (float)12, (float)1, deltaTime_a);\n\t\t}\n\t\tAttributeFromCurve_48A86161( - /*inout */color, /*inout */alpha, age, lifetime, Color_b);\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x50000) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x90000) - << 2,asuint(color));\n\t\tattributeBuffer.Store((index * 0x4 + 0x90003) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index - * 0x1 + 0xD0000) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 - + 0xE0000) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Lines / Points]Line SW' - source: "Shader \"Hidden/VFX/Lines / Points/Line SW\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_VELOCITY_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_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_COLORMAPPING_GRADIENTMAPPED - 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 TARGET_FROM_ATTRIBUTES - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xE0000) << 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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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 + 0xE0000) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0.2,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[Lines / Points]Line HW' - source: "Shader \"Hidden/VFX/Lines / Points/Line HW\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_VELOCITY_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_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_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_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_COLORMAPPING_GRADIENTMAPPED - 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 TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if 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\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid Orient_6(inout float3 axisX, inout float3 - axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity - */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\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}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id >> 1;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xE0000) << 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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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 + 0xE0000) << 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 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 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 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\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 size = (float)0.1;\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 targetPosition = float3(0,0,0);\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 - \ SetAttribute_C707D62A( /*inout */position, float3(-1,0,5));\n\t\t\t\t}\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,0.2,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = id & 1 ? targetPosition : position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Decals]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC295B2(inout float3 position, - inout uint seed, float3 Min, float3 Max) /*attribute:position Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n position = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ - */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_3278B22F(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_48A7C211(inout float - angleZ, inout uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite - Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(Min.x,Max.x,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float size = (float)0.1;\n float angleZ = (float)0;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_CAC295B2( - /*inout */position, /*inout */seed, float3(-4,-5,-5), float3(-4,5,5));\n }\n - \ {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)3, (float)6);\n }\n {\n SetAttribute_3278B22F( - /*inout */size, (float)1);\n }\n {\n SetAttribute_48A7C211( - /*inout */angleZ, /*inout */seed, (float)0, (float)360);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x100) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x2 + 0x140) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x2 + 0x141) << 2,asuint(angleZ));\n - \ attributeBuffer.Store((index * 0x2 + 0x1C0) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x1C1) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index * - 0x1 + 0x100) << 2,asuint(lifetime));\n attributeBuffer.Store((index * - 0x2 + 0x140) << 2,asuint(size));\n attributeBuffer.Store((index * 0x2 - + 0x141) << 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x2 + - 0x1C0) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x1C1) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[Decals]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1C0) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x100) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1C1) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1C1) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1C0) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x100) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1C0) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x1C1) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x1C0) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x1C1) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[Decals]Decal Output' - source: "Shader \"Hidden/VFX/Decals/Decal Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_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_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_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_GRADIENTMAPPED 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float Color_b;\n\t\t float gradient;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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\tZWrite Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : - SV_POSITION;\n\t\t\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_ALPHA_TEST || USE_FLIPBOOK\n\t\t\t\t// - x: alpha threshold\n\t\t\t\t// y: texture index\n\t\t\t\tnointerpolation float2 - builtInInterpolants : TEXCOORD0;\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\tnointerpolation - float4 flipbookSize : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation - float4 viewToDecal0 : TEXCOORD2;\n\t\t\t\tnointerpolation float4 viewToDecal1 - : TEXCOORD3;\n\t\t\t\tnointerpolation float4 viewToDecal2 : TEXCOORD4;\n\t\t\t\t\n\t\t\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD5;\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_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#if USE_FLIPBOOK\n\t\t#define - VFX_VARYING_TEXINDEX builtInInterpolants.y\n\t\t#define VFX_VARYING_FLIPBOOKSIZE - flipbookSize.xy\n\t\t#define VFX_VARYING_INVFLIPBOOKSIZE flipbookSize.zw\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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 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 AttributeFromCurve_48A86161(inout float3 color, inout - float alpha, float age, float lifetime, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:XYZ */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float4 - value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color - = value.rgb;\n\t\t\t alpha = value.a;\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\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x2 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x2 + 0x141) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1C0) << 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 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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1C1) << 2));\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 * 0x2 + 0x1C0) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x2 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x2 + 0x141) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1C1) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, float3(-1,0,0), - float3(0,1,0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_48A86161( /*inout */color, - \ /*inout */alpha, age, lifetime, Color_b);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat4x4 viewToDecal - = GetVFXToElementMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t\t#if - VFX_LOCAL_SPACE\n\t\t\t\t\t\tviewToDecal = mul(viewToDecal, VFXGetWorldToObjectMatrix());\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tviewToDecal - = mul(viewToDecal, VFXGetViewToWorldMatrix());\n\t\t\t\t\t\to.viewToDecal0 = - viewToDecal[0];\n\t\t\t\t\t\to.viewToDecal1 = viewToDecal[1];\n\t\t\t\t\t\to.viewToDecal2 - = viewToDecal[2];\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\t\n\t\t\t\tfloat3 clipPos;\n\t\t\t\tclipPos.xy = (i.pos.xy - / _ScreenParams.xy) * 2.0f - 1.0f;\n\t\t\t\tclipPos.z = VFXSampleDepth(i.pos);\n\t\t\t\tclipPos - *= VFXLinearEyeDepth(clipPos.z);\n\t\t\t\t\n\t\t\t\tfloat4 worldPos;\n\t\t\t\tworldPos.x - = clipPos.x / UNITY_MATRIX_P[0][0];\n\t\t\t\tworldPos.y = clipPos.y / -UNITY_MATRIX_P[1][1];\n\t\t\t\tworldPos.z - = (clipPos.z - UNITY_MATRIX_P[2][3]) / UNITY_MATRIX_P[2][2];\n\t\t\t\tworldPos.w - = 1.0f;\n\t\t\t\t\n\t\t\t\tfloat4x4 viewToElement;\n\t\t\t\tviewToElement[0] - = i.viewToDecal0;\n\t\t\t\tviewToElement[1] = i.viewToDecal1;\n\t\t\t\tviewToElement[2] - = i.viewToDecal2;\n\t\t\t\tviewToElement[3] = float4(0,0,0,1);\n\t\t\t\t\n\t\t\t\tfloat3 - elementPos = mul(viewToElement,worldPos).xyz * 2.0f;\n\t\t\t\t\t\t\n\t\t\t\tconst - float bias = 0.0f;\n\t\t\t\tclip(1.0f - abs(elementPos) + bias);\n\t\t\n\t\t\t\tVFXSampler2D - s = VFX_SAMPLER(mainTexture);\n\t\t\t\tfloat2 uv = elementPos.xy * 0.5f + 0.5f;\n\t\t\n\t\t\t\t#define - VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(s,i,uv)\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);\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\n\t}\n}\n" - - compute: 0 - name: '[Lines / Points]Points' - source: "Shader \"Hidden/VFX/Lines / Points/Points\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_GRADIENTMAPPED 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if 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\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xE0000) << 2));\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 + 0xE0000) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x90000) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x90003) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_ba = position[2];\n\t\t\t\t float tmp_bb = position[1];\n\t\t\t\t - \ float3 tmp_bc = float3((float)0, tmp_ba, tmp_bb);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(0,5,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[Smoke]Mesh' - source: "Shader \"Hidden/VFX/Smoke/Mesh\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_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_PIVOTX_CURRENT 1\n\t\t#define - VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define - VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT - 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_GRADIENTMAPPED 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_PREMULTIPLY 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_b;\n\t\t float gradient_e;\n\t\t float gradient;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, - float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t - \ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float - value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C7757136(inout float alpha, float Alpha) /*attribute:alpha Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid - SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid - ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float - alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply - */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, - age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_D238196D(inout float3 position, float3 - Position) /*attribute:position Composition:Multiply Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t position *= Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x780) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xC80) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x2 + 0xC81) << 2));\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 * 0x2 + 0xC80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x780) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x2 + 0xC81) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, - float3(0,0,0.5));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C7757136( /*inout - */alpha, (float)5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(100,100,100));\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_D238196D( /*inout */position, float3(1,-1,1));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat - invSoftParticlesFadeDistance = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invSoftParticlesFadeDistance = (float)2.222222;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[Smoke]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - 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m_Parent: {fileID: 8926484042661614919} + m_Parent: {fileID: 8926484042661614980} m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 0 + m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_InputSlots: - - {fileID: 8926484042661614944} - m_OutputSlots: [] - m_Disabled: 0 - attribute: position - Composition: 2 - Source: 0 - Random: 0 - channels: 6 ---- !u!114 &8926484042661614944 + m_MasterSlot: {fileID: 8926484042661614979} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614984 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -10306,35 +7640,33 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 0} m_Children: - - {fileID: 8926484042661614945} - - {fileID: 8926484042661614946} - - {fileID: 8926484042661614947} + - {fileID: 8926484042661614985} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614944} + m_MasterSlot: {fileID: 8926484042661614984} m_MasterData: m_Owner: {fileID: 8926484042661614943} m_Value: m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":1.0,"y":-1.0,"z":1.0}' - m_Space: 2147483647 + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"position":{"x":1.0,"y":-1.0,"z":1.0}}' + m_Space: 0 m_Property: name: Position m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614945 +--- !u!114 &8926484042661614985 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -10343,15 +7675,18 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614944} - m_Children: [] + m_Parent: {fileID: 8926484042661614984} + m_Children: + - {fileID: 8926484042661614986} + - {fileID: 8926484042661614987} + - {fileID: 8926484042661614988} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614944} + m_MasterSlot: {fileID: 8926484042661614984} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -10360,14 +7695,20 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: x + name: position m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614946 +--- !u!114 &8926484042661614986 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -10379,12 +7720,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614944} + m_Parent: {fileID: 8926484042661614985} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614944} + m_MasterSlot: {fileID: 8926484042661614984} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -10393,14 +7734,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: y + name: x m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614947 +--- !u!114 &8926484042661614987 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -10412,12 +7753,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661614944} + m_Parent: {fileID: 8926484042661614985} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614944} + m_MasterSlot: {fileID: 8926484042661614984} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -10426,14 +7767,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: z + name: y m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661614948 +--- !u!114 &8926484042661614988 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -10442,34 +7783,27 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 76f778ff57c4e8145b9681fe3268d8e9, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661614985} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661614948} + m_MasterSlot: {fileID: 8926484042661614984} m_MasterData: - m_Owner: {fileID: 8926484042661614880} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEngine.Gradient, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"colorKeys":[{"color":{"r":1.0,"g":0.0686105489730835,"b":0.0,"a":1.0},"time":0.0},{"color":{"r":1.0,"g":0.5448049306869507,"b":0.0,"a":1.0},"time":0.10614175349473953},{"color":{"r":1.0,"g":1.0,"b":0.0,"a":1.0},"time":0.22890058159828187},{"color":{"r":0.6315848231315613,"g":0.8014705777168274,"b":0.15322232246398927,"a":1.0},"time":0.3785153031349182},{"color":{"r":0.0,"g":0.7103447914123535,"b":1.0,"a":1.0},"time":0.5370870232582092},{"color":{"r":0.0,"g":0.08965492248535156,"b":1.0,"a":1.0},"time":0.6841382384300232},{"color":{"r":0.7867439985275269,"g":0.22229021787643434,"b":0.8197048306465149,"a":1.0},"time":0.8567788004875183},{"color":{"r":1.0,"g":0.0,"b":0.0,"a":1.0},"time":1.0}],"alphaKeys":[{"alpha":1.0,"time":0.0},{"alpha":1.0,"time":1.0}],"gradientMode":0}' + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: gradient + name: z m_serializedType: - m_SerializableType: UnityEngine.Gradient, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: - - m_Type: 3 - m_Min: -Infinity - m_Max: Infinity - m_Tooltip: The gradient used to sample color - m_Regex: - m_RegexMaxLength: 0 + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] m_Direction: 0 m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx index a0dc1b8a316..5a229a398f0 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/HDRP.vfx @@ -160,8 +160,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -561,3237 +563,24 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: HDRP m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 - Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ - */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 color - = float3(1,1,1);\n uint particleId = (uint)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n uint - tmp_t = particleId / (uint)8;\n uint tmp_u = tmp_t * (uint)8;\n uint - tmp_v = particleId - tmp_u;\n int tmp_w = (int)tmp_v;\n float - tmp_x = (float)tmp_w;\n float tmp_z = tmp_x / (float)8;\n float3 - tmp_bb = float3(tmp_z, (float)1, (float)1);\n float3 tmp_bc = HSVtoRGB(tmp_bb);\n - \ float tmp_bd = tmp_bc[0];\n float tmp_be = tmp_bc[1];\n - \ float tmp_bf = tmp_bc[2];\n float3 tmp_bg = float3(tmp_bd, - tmp_be, tmp_bf);\n SetAttribute_FDD06EC7( /*inout */color, tmp_bg);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x40) << 2,asuint(particleId));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 - + 0x40) << 2,asuint(particleId));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_MASK_MAP - 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define - IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState - samplernormalMap;\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 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\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ - WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv - : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// - x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 - normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP - || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define - VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if - USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_w = particleId / (uint)16;\n\t\t\t\t uint tmp_x = tmp_w * (uint)16;\n\t\t\t\t - \ uint tmp_y = particleId - tmp_x;\n\t\t\t\t uint tmp_ba = tmp_y / (uint)8;\n\t\t\t\t - \ float tmp_bb = (float)tmp_ba;\n\t\t\t\t uint tmp_bc = tmp_ba * (uint)8;\n\t\t\t\t - \ uint tmp_bd = tmp_y - tmp_bc;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ uint tmp_bf = tmp_y - tmp_y;\n\t\t\t\t float tmp_bg = (float)tmp_bf;\n\t\t\t\t - \ float3 tmp_bh = float3(tmp_bb, tmp_be, tmp_bg);\n\t\t\t\t float3 tmp_bj - = tmp_bh / float3(1,7,1);\n\t\t\t\t float3 tmp_bl = tmp_bj * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bn = tmp_bl - float3(1,1,1);\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t - \ float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t float3 tmp_br - = tmp_bp * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bs = float3(0.86,0,0) + - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bn[1];\n\t\t\t\t float3 tmp_bu = - float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bx = tmp_bs + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bx[1];\n\t\t\t\t - \ float tmp_bz = tmp_bx[0];\n\t\t\t\t float3 tmp_cb = float3(tmp_by, tmp_bz, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cb);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, - out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor - : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t#ifdef WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef - SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the - editor, this code allow to output the outline correctly\n\t\t\t\toutColor = - float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_w = particleId / (uint)16;\n\t\t\t\t uint tmp_x = tmp_w * (uint)16;\n\t\t\t\t - \ uint tmp_y = particleId - tmp_x;\n\t\t\t\t uint tmp_ba = tmp_y / (uint)8;\n\t\t\t\t - \ float tmp_bb = (float)tmp_ba;\n\t\t\t\t uint tmp_bc = tmp_ba * (uint)8;\n\t\t\t\t - \ uint tmp_bd = tmp_y - tmp_bc;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ uint tmp_bf = tmp_y - tmp_y;\n\t\t\t\t float tmp_bg = (float)tmp_bf;\n\t\t\t\t - \ float3 tmp_bh = float3(tmp_bb, tmp_be, tmp_bg);\n\t\t\t\t float3 tmp_bj - = tmp_bh / float3(1,7,1);\n\t\t\t\t float3 tmp_bl = tmp_bj * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bn = tmp_bl - float3(1,1,1);\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t - \ float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t float3 tmp_br - = tmp_bp * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bs = float3(0.86,0,0) + - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bn[1];\n\t\t\t\t float3 tmp_bu = - float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bx = tmp_bs + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bx[1];\n\t\t\t\t - \ float tmp_bz = tmp_bx[0];\n\t\t\t\t float3 tmp_cb = float3(tmp_by, tmp_bz, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cb);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_v = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_w = tmp_v - * (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_x = particleId - tmp_w;\n\t\t\t\t\t\t\t\t\t - \ float tmp_y = (float)tmp_x;\n\t\t\t\t\t\t\t\t\t float tmp_ba = tmp_y - / (float)8;\n\t\t\t\t\t\t\t\t\t float tmp_bc = max(tmp_ba, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_be = min(tmp_bc, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ smoothness = tmp_be;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_v = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t float tmp_w = - (float)tmp_v;\n\t\t\t\t\t\t\t\t\t float tmp_y = max(tmp_w, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_ba = min(tmp_y, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ metallic = tmp_ba;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat - normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ normalScale = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_w = particleId / (uint)16;\n\t\t\t\t uint tmp_x = tmp_w * (uint)16;\n\t\t\t\t - \ uint tmp_y = particleId - tmp_x;\n\t\t\t\t uint tmp_ba = tmp_y / (uint)8;\n\t\t\t\t - \ float tmp_bb = (float)tmp_ba;\n\t\t\t\t uint tmp_bc = tmp_ba * (uint)8;\n\t\t\t\t - \ uint tmp_bd = tmp_y - tmp_bc;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ uint tmp_bf = tmp_y - tmp_y;\n\t\t\t\t float tmp_bg = (float)tmp_bf;\n\t\t\t\t - \ float3 tmp_bh = float3(tmp_bb, tmp_be, tmp_bg);\n\t\t\t\t float3 tmp_bj - = tmp_bh / float3(1,7,1);\n\t\t\t\t float3 tmp_bl = tmp_bj * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bn = tmp_bl - float3(1,1,1);\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t - \ float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t float3 tmp_br - = tmp_bp * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bs = float3(0.86,0,0) + - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bn[1];\n\t\t\t\t float3 tmp_bu = - float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bx = tmp_bs + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bx[1];\n\t\t\t\t - \ float tmp_bz = tmp_bx[0];\n\t\t\t\t float3 tmp_cb = float3(tmp_by, tmp_bz, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cb);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_v = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_w = tmp_v - * (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_x = particleId - tmp_w;\n\t\t\t\t\t\t\t\t\t - \ float tmp_y = (float)tmp_x;\n\t\t\t\t\t\t\t\t\t float tmp_ba = tmp_y - / (float)8;\n\t\t\t\t\t\t\t\t\t float tmp_bc = max(tmp_ba, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_be = min(tmp_bc, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ smoothness = tmp_be;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_v = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t float tmp_w = - (float)tmp_v;\n\t\t\t\t\t\t\t\t\t float tmp_y = max(tmp_w, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_ba = min(tmp_y, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ metallic = tmp_ba;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat - normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ normalScale = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ADD\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)16;\n\t\t\t\t uint tmp_v = tmp_u * (uint)16;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t uint tmp_y = tmp_w / (uint)8;\n\t\t\t\t - \ float tmp_z = (float)tmp_y;\n\t\t\t\t uint tmp_ba = tmp_y * (uint)8;\n\t\t\t\t - \ uint tmp_bb = tmp_w - tmp_ba;\n\t\t\t\t float tmp_bc = (float)tmp_bb;\n\t\t\t\t - \ uint tmp_bd = tmp_w - tmp_w;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_z, tmp_bc, tmp_be);\n\t\t\t\t float3 tmp_bh - = tmp_bf / float3(1,7,1);\n\t\t\t\t float3 tmp_bj = tmp_bh * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bl = tmp_bj - float3(1,1,1);\n\t\t\t\t float tmp_bm = tmp_bl[0];\n\t\t\t\t - \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bp - = tmp_bn * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bq = float3(0.86,0,0) + - tmp_bp;\n\t\t\t\t float tmp_br = tmp_bl[1];\n\t\t\t\t float3 tmp_bs = - float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bu = tmp_bs * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bv = tmp_bq + tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[1];\n\t\t\t\t - \ float tmp_bx = tmp_bv[0];\n\t\t\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-0.84,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_t = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_u = tmp_t - * (uint)8;\n\t\t\t\t\t\t\t\t\t uint tmp_v = particleId - tmp_u;\n\t\t\t\t\t\t\t\t\t - \ float tmp_w = (float)tmp_v;\n\t\t\t\t\t\t\t\t\t float tmp_y = tmp_w / - (float)8;\n\t\t\t\t\t\t\t\t\t float tmp_ba = max(tmp_y, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_bc = min(tmp_ba, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ smoothness = tmp_bc;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ uint tmp_t = particleId / (uint)8;\n\t\t\t\t\t\t\t\t\t float tmp_u = - (float)tmp_t;\n\t\t\t\t\t\t\t\t\t float tmp_w = max(tmp_u, (float)0);\n\t\t\t\t\t\t\t\t\t - \ float tmp_y = min(tmp_w, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ metallic = tmp_y;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_SPECULAR 1\n\t\t#define HDRP_USE_MASK_MAP - 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_ADDITIONAL_BASE_COLOR - 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 - maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tTexture2D normalMap;\n\t\tSamplerState - samplernormalMap;\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 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_w = particleId / (uint)16;\n\t\t\t\t uint tmp_x = tmp_w * (uint)16;\n\t\t\t\t - \ uint tmp_y = particleId - tmp_x;\n\t\t\t\t uint tmp_ba = tmp_y / (uint)8;\n\t\t\t\t - \ float tmp_bb = (float)tmp_ba;\n\t\t\t\t uint tmp_bc = tmp_ba * (uint)8;\n\t\t\t\t - \ uint tmp_bd = tmp_y - tmp_bc;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ uint tmp_bf = tmp_y - tmp_y;\n\t\t\t\t float tmp_bg = (float)tmp_bf;\n\t\t\t\t - \ float3 tmp_bh = float3(tmp_bb, tmp_be, tmp_bg);\n\t\t\t\t float3 tmp_bj - = tmp_bh / float3(1,7,1);\n\t\t\t\t float3 tmp_bl = tmp_bj * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bn = tmp_bl - float3(1,1,1);\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t - \ float3 tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t\t float3 tmp_br - = tmp_bp * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bs = float3(0.86,0,0) + - tmp_br;\n\t\t\t\t float tmp_bt = tmp_bn[1];\n\t\t\t\t float3 tmp_bu = - float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t\t float3 tmp_bw = tmp_bu * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bx = tmp_bs + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bx[1];\n\t\t\t\t - \ float tmp_bz = tmp_bx[0];\n\t\t\t\t float3 tmp_cb = float3(tmp_by, tmp_bz, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-0.28,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.26);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_u = (float)particleId;\n\t\t\t\t bool tmp_w = tmp_u < (float)8;\n\t\t\t\t - \ SetAttribute_ED2BDC15( /*inout */alive, tmp_w);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\tfloat4 specularColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ float tmp_u = color[0];\n\t\t\t\t\t\t\t\t\t float tmp_v = color[1];\n\t\t\t\t\t\t\t\t\t - \ float tmp_w = color[2];\n\t\t\t\t\t\t\t\t\t float4 tmp_y = float4(tmp_u, - tmp_v, tmp_w, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t specularColor - = tmp_y;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat - normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ normalScale = (float)1;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(1,1,1,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - PositionSequential_267A9(uint particleId, inout float3 position, float3 computedPosition) - /*shape:Line index:ParticleID writePosition:True writeTargetPosition:False mode:Wrap - */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B229(inout float size, float - Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_v = particleId / (uint)17;\n\t\t\t\t uint tmp_w = tmp_v * (uint)17;\n\t\t\t\t - \ uint tmp_x = particleId - tmp_w;\n\t\t\t\t float tmp_y = (float)tmp_x;\n\t\t\t\t - \ float tmp_ba = tmp_y / (float)16;\n\t\t\t\t float3 tmp_bb = float3(tmp_ba, - tmp_ba, tmp_ba);\n\t\t\t\t float3 tmp_bd = tmp_bb * float3(0.23,0,0.19);\n\t\t\t\t - \ float3 tmp_be = float3(0.8,-0.42,-0.19) + tmp_bd;\n\t\t\t\t PositionSequential_267A9(particleId, - \ /*inout */position, tmp_be);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-0.1,-0.4,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_3278B229( - /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, float3(1,1,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1076964538;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ - WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 - normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if HDRP_USE_NORMAL_MAP\n\t\t\t\tfloat4 - tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define - VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if HDRP_USE_NORMAL_MAP\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#endif\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - Orient_5(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Up) /*mode:FixedAxis */\n\t\t\t{\n\t\t\t \n\t\t\t axisY - = Up;\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}\n\t\t\tvoid PositionSequential_267A9(uint particleId, inout float3 - position, float3 computedPosition) /*shape:Line index:ParticleID writePosition:True - writeTargetPosition:False mode:Wrap */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 - Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_5( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(-0.529999,0.8479983,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_u - = particleId / (uint)17;\n\t\t\t\t uint tmp_v = tmp_u * (uint)17;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t float tmp_x = (float)tmp_w;\n\t\t\t\t - \ float tmp_z = tmp_x / (float)16;\n\t\t\t\t float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n\t\t\t\t float3 tmp_bc = tmp_ba * float3(-0.9457656,-0.3282824,9.606571);\n\t\t\t\t - \ float3 tmp_bd = float3(0.50981,-0.4105638,0.1234283) + tmp_bc;\n\t\t\t\t - \ PositionSequential_267A9(particleId, /*inout */position, tmp_bd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-0.85,-0.53,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, - out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor - : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t#endif\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef - SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the - editor, this code allow to output the outline correctly\n\t\t\t\toutColor = - float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\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\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - Orient_5(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Up) /*mode:FixedAxis */\n\t\t\t{\n\t\t\t \n\t\t\t axisY - = Up;\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}\n\t\t\tvoid PositionSequential_267A9(uint particleId, inout float3 - position, float3 computedPosition) /*shape:Line index:ParticleID writePosition:True - writeTargetPosition:False mode:Wrap */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 - Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_5( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(-0.529999,0.8479983,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_u - = particleId / (uint)17;\n\t\t\t\t uint tmp_v = tmp_u * (uint)17;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t float tmp_x = (float)tmp_w;\n\t\t\t\t - \ float tmp_z = tmp_x / (float)16;\n\t\t\t\t float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n\t\t\t\t float3 tmp_bc = tmp_ba * float3(-0.9457656,-0.3282824,9.606571);\n\t\t\t\t - \ float3 tmp_bd = float3(0.50981,-0.4105638,0.1234283) + tmp_bc;\n\t\t\t\t - \ PositionSequential_267A9(particleId, /*inout */position, tmp_bd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-0.85,-0.53,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - Orient_5(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Up) /*mode:FixedAxis */\n\t\t\t{\n\t\t\t \n\t\t\t axisY - = Up;\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}\n\t\t\tvoid PositionSequential_267A9(uint particleId, inout float3 - position, float3 computedPosition) /*shape:Line index:ParticleID writePosition:True - writeTargetPosition:False mode:Wrap */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t - \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 - Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_5( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(-0.529999,0.8479983,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t uint tmp_u - = particleId / (uint)17;\n\t\t\t\t uint tmp_v = tmp_u * (uint)17;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t float tmp_x = (float)tmp_w;\n\t\t\t\t - \ float tmp_z = tmp_x / (float)16;\n\t\t\t\t float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n\t\t\t\t float3 tmp_bc = tmp_ba * float3(-0.9457656,-0.3282824,9.606571);\n\t\t\t\t - \ float3 tmp_bd = float3(0.50981,-0.4105638,0.1234283) + tmp_bc;\n\t\t\t\t - \ PositionSequential_267A9(particleId, /*inout */position, tmp_bd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(-0.85,-0.53,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ADD\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - PositionSequential_267A9(uint particleId, inout float3 position, float3 computedPosition) - /*shape:Line index:ParticleID writePosition:True writeTargetPosition:False mode:Wrap - */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - Orient_5(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 Up) /*mode:FixedAxis */\n\t\t\t{\n\t\t\t \n\t\t\t axisY - = Up;\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}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 - Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ - */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)17;\n\t\t\t\t uint tmp_v = tmp_u * (uint)17;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t float tmp_x = (float)tmp_w;\n\t\t\t\t - \ float tmp_z = tmp_x / (float)16;\n\t\t\t\t float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n\t\t\t\t float3 tmp_bc = tmp_ba * float3(-0.9457656,-0.3282824,9.606571);\n\t\t\t\t - \ float3 tmp_bd = float3(0.50981,-0.4105638,0.1234283) + tmp_bc;\n\t\t\t\t - \ PositionSequential_267A9(particleId, /*inout */position, tmp_bd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ Orient_5( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - float3(-0.5598574,0.8285889,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-1.45,-0.53,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_SPECULAR 1\n\t\t#define HDRP_USE_ADDITIONAL_BASE_COLOR - 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ - WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 - pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST - || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha - threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// - w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// - y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 - normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#if HDRP_USE_NORMAL_MAP\n\t\t\t\tfloat4 - tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define - VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if HDRP_USE_NORMAL_MAP\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#endif\n\t\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)16;\n\t\t\t\t uint tmp_v = tmp_u * (uint)16;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t uint tmp_y = tmp_w / (uint)8;\n\t\t\t\t - \ float tmp_z = (float)tmp_y;\n\t\t\t\t uint tmp_ba = tmp_y * (uint)8;\n\t\t\t\t - \ uint tmp_bb = tmp_w - tmp_ba;\n\t\t\t\t float tmp_bc = (float)tmp_bb;\n\t\t\t\t - \ uint tmp_bd = tmp_w - tmp_w;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_z, tmp_bc, tmp_be);\n\t\t\t\t float3 tmp_bh - = tmp_bf / float3(1,7,1);\n\t\t\t\t float3 tmp_bj = tmp_bh * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bl = tmp_bj - float3(1,1,1);\n\t\t\t\t float tmp_bm = tmp_bl[0];\n\t\t\t\t - \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bp - = tmp_bn * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bq = float3(0.86,0,0) + - tmp_bp;\n\t\t\t\t float tmp_br = tmp_bl[1];\n\t\t\t\t float3 tmp_bs = - float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bu = tmp_bs * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bv = tmp_bq + tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[1];\n\t\t\t\t - \ float tmp_bx = tmp_bv[0];\n\t\t\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-1.13,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_s = (float)particleId;\n\t\t\t\t bool tmp_u = tmp_s < (float)8;\n\t\t\t\t - \ SetAttribute_ED2BDC15( /*inout */alive, tmp_u);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, - out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool - frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor - : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha - *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t#endif\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef - SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the - editor, this code allow to output the outline correctly\n\t\t\t\toutColor = - float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\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\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)16;\n\t\t\t\t uint tmp_v = tmp_u * (uint)16;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t uint tmp_y = tmp_w / (uint)8;\n\t\t\t\t - \ float tmp_z = (float)tmp_y;\n\t\t\t\t uint tmp_ba = tmp_y * (uint)8;\n\t\t\t\t - \ uint tmp_bb = tmp_w - tmp_ba;\n\t\t\t\t float tmp_bc = (float)tmp_bb;\n\t\t\t\t - \ uint tmp_bd = tmp_w - tmp_w;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_z, tmp_bc, tmp_be);\n\t\t\t\t float3 tmp_bh - = tmp_bf / float3(1,7,1);\n\t\t\t\t float3 tmp_bj = tmp_bh * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bl = tmp_bj - float3(1,1,1);\n\t\t\t\t float tmp_bm = tmp_bl[0];\n\t\t\t\t - \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bp - = tmp_bn * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bq = float3(0.86,0,0) + - tmp_bp;\n\t\t\t\t float tmp_br = tmp_bl[1];\n\t\t\t\t float3 tmp_bs = - float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bu = tmp_bs * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bv = tmp_bq + tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[1];\n\t\t\t\t - \ float tmp_bx = tmp_bv[0];\n\t\t\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-1.13,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_s = (float)particleId;\n\t\t\t\t bool tmp_u = tmp_s < (float)8;\n\t\t\t\t - \ SetAttribute_ED2BDC15( /*inout */alive, tmp_u);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\tfloat4 specularColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ float tmp_s = color[0];\n\t\t\t\t\t\t\t\t\t float tmp_t = color[1];\n\t\t\t\t\t\t\t\t\t - \ float tmp_u = color[2];\n\t\t\t\t\t\t\t\t\t float4 tmp_w = float4(tmp_s, - tmp_t, tmp_u, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t specularColor - = tmp_w;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(1,1,1,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma - multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile - SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile - _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)16;\n\t\t\t\t uint tmp_v = tmp_u * (uint)16;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t uint tmp_y = tmp_w / (uint)8;\n\t\t\t\t - \ float tmp_z = (float)tmp_y;\n\t\t\t\t uint tmp_ba = tmp_y * (uint)8;\n\t\t\t\t - \ uint tmp_bb = tmp_w - tmp_ba;\n\t\t\t\t float tmp_bc = (float)tmp_bb;\n\t\t\t\t - \ uint tmp_bd = tmp_w - tmp_w;\n\t\t\t\t float tmp_be = (float)tmp_bd;\n\t\t\t\t - \ float3 tmp_bf = float3(tmp_z, tmp_bc, tmp_be);\n\t\t\t\t float3 tmp_bh - = tmp_bf / float3(1,7,1);\n\t\t\t\t float3 tmp_bj = tmp_bh * float3(2,2,2);\n\t\t\t\t - \ float3 tmp_bl = tmp_bj - float3(1,1,1);\n\t\t\t\t float tmp_bm = tmp_bl[0];\n\t\t\t\t - \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bp - = tmp_bn * float3(0.14,0,0);\n\t\t\t\t float3 tmp_bq = float3(0.86,0,0) + - tmp_bp;\n\t\t\t\t float tmp_br = tmp_bl[1];\n\t\t\t\t float3 tmp_bs = - float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bu = tmp_bs * float3(0,-1,0);\n\t\t\t\t - \ float3 tmp_bv = tmp_bq + tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[1];\n\t\t\t\t - \ float tmp_bx = tmp_bv[0];\n\t\t\t\t float3 tmp_bz = float3(tmp_bw, tmp_bx, - (float)0);\n\t\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-1.13,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_s = (float)particleId;\n\t\t\t\t bool tmp_u = tmp_s < (float)8;\n\t\t\t\t - \ SetAttribute_ED2BDC15( /*inout */alive, tmp_u);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\tfloat4 specularColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ float tmp_s = color[0];\n\t\t\t\t\t\t\t\t\t float tmp_t = color[1];\n\t\t\t\t\t\t\t\t\t - \ float tmp_u = color[2];\n\t\t\t\t\t\t\t\t\t float4 tmp_w = float4(tmp_s, - tmp_t, tmp_u, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t specularColor - = tmp_w;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(1,1,1,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_PARTICLEID_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW - 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define - HDRP_USE_ADDITIONAL_BASE_COLOR 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - PositionSequential_267A9(uint particleId, inout float3 position, float3 computedPosition) - /*shape:Line index:ParticleID writePosition:True writeTargetPosition:False mode:Wrap - */\n\t\t\t{\n\t\t\t position += computedPosition;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B229(inout float size, float - Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout - float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 - position = float3(0,0,0);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat3 position = float3(0,0,0);\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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ uint tmp_u = particleId / (uint)17;\n\t\t\t\t uint tmp_v = tmp_u * (uint)17;\n\t\t\t\t - \ uint tmp_w = particleId - tmp_v;\n\t\t\t\t float tmp_x = (float)tmp_w;\n\t\t\t\t - \ float tmp_z = tmp_x / (float)16;\n\t\t\t\t float3 tmp_ba = float3(tmp_z, - tmp_z, tmp_z);\n\t\t\t\t float3 tmp_bc = tmp_ba * float3(0.23,0,0.19);\n\t\t\t\t - \ float3 tmp_bd = float3(0.8,-0.42,-0.19) + tmp_bc;\n\t\t\t\t PositionSequential_267A9(particleId, - \ /*inout */position, tmp_bd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-0.69,-0.42,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.22);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.08);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.6;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.4;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(1,1,1,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1076964538;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = float3(0,0,0);\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - 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m_MasterSlot: {fileID: 8926484042661615105} + m_MasterSlot: {fileID: 8926484042661615158} m_MasterData: - m_Owner: {fileID: 8926484042661615069} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEngine.Color, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"r":1.0,"g":1.0,"b":1.0,"a":1.0}' + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: baseColor + name: x m_serializedType: - m_SerializableType: UnityEngine.Color, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615106 +--- !u!114 &8926484042661615161 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -14911,12 +11834,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -94,2995 +96,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: HDRPFog m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_POSITION_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\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_FDD06D32(inout float3 color, inout uint seed, float3 Min, float3 - Max) /*attribute:color Composition:Overwrite Source:Slot Random:PerComponent - channels:XYZ */\n{\n color = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float texIndex = (float)0;\n float - alpha = (float)1;\n float age = (float)0;\n float size = (float)0.1;\n - \ float3 position = float3(0,0,0);\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n {\n - \ SetAttribute_FDD06D32( /*inout */color, /*inout */seed, float3(0.1882353,0,0.001824233), - float3(0.02830189,0.0004004978,0.0004004978));\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x4 + 0x500) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x2 + 0xA00) << 2,asuint(texIndex));\n - \ attributeBuffer.Store((index * 0x1 + 0xC80) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x2 + 0xA01) << 2,asuint(age));\n - \ attributeBuffer.Store((index * 0x1 + 0xDC0) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0xF00) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x1400) << 2,uint(alive));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x500) << 2,asuint(color));\n attributeBuffer.Store((index * - 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x2 - + 0xA00) << 2,asuint(texIndex));\n attributeBuffer.Store((index * 0x1 - + 0xC80) << 2,asuint(alpha));\n attributeBuffer.Store((index * 0x2 + - 0xA01) << 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + 0xDC0) - << 2,asuint(size));\n attributeBuffer.Store3((index * 0x4 + 0xF00) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x1400) << - 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define - VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float4 Alpha_b;\n float4 Size_c;\n float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - FlipbookPlay_0(inout float texIndex, float FrameRate, float deltaTime) /*mode:Constant - */\n{\n texIndex += FrameRate * deltaTime;\n}\nvoid AttributeFromCurve_7BA3F6A(inout - float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha 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(Alpha, t);\n alpha = value;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA00) << 2));\n\t\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x1 + 0xC80) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA01) << 2));\n\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xDC0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xF00) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t FlipbookPlay_0( /*inout */texIndex, - (float)6, deltaTime_a);\n\t\t\t}\n\t\t\tAttributeFromCurve_7BA3F6A( /*inout - */alpha, age, lifetime, Alpha_b);\n\t\t\tAttributeFromCurve_45ABB90F( /*inout - */size, age, lifetime, Size_c);\n\t\t\tEulerIntegration( /*inout */position, - velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xA00) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xC80) << 2,asuint(alpha));\n\t\t\t\tattributeBuffer.Store((index * - 0x2 + 0xA01) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store((index * 0x1 - + 0xDC0) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + - 0xF00) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1400) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA00) << 2));\n\t\tfloat alpha = asfloat(attributeBuffer.Load((index - * 0x1 + 0xC80) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xA01) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0xDC0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xF00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x1400) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t FlipbookPlay_0( /*inout */texIndex, - (float)6, deltaTime_a);\n\t\t}\n\t\tAttributeFromCurve_7BA3F6A( /*inout */alpha, - age, lifetime, Alpha_b);\n\t\tAttributeFromCurve_45ABB90F( /*inout */size, age, - lifetime, Size_c);\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( - /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index - * 0x2 + 0xA00) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store((index * 0x1 - + 0xC80) << 2,asuint(alpha));\n\t\tattributeBuffer.Store((index * 0x2 + 0xA01) - << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0xDC0) << 2,asuint(size));\n\t\tattributeBuffer.Store3((index - * 0x4 + 0xF00) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 - + 0x1400) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Lit Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 USE_SOFT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT - 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define HDRP_USE_ADDITIONAL_BASE_COLOR 1\n\t\t#define HDRP_USE_EMISSIVE_COLOR - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\tfloat3 - normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS - : TEXCOORD6;\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\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT - tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float size, float - Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(6,-4,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat - invSoftParticlesFadeDistance = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invSoftParticlesFadeDistance = (float)10;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(0,0,0,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out float4 outColor : SV_Target0\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst VFXUVData - uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 - bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 USE_SOFT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_PREMULTIPLY 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float size, float - Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(6,-1,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat - invSoftParticlesFadeDistance = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t - \ invSoftParticlesFadeDistance = (float)10;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Point Output' - source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if 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\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 2));\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,-1,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)10;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" - }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_PREMULTIPLY 1\n\t\t#define - VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define TARGET_FROM_ATTRIBUTES - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 - targetPosition = float3(0,0,0);\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_C707D62A( /*inout */position, float3(2,-1,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)10;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 USE_SOFT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(4,-1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)10;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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\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 - 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\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 - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float size, float - Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(6,2,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float size, float - Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:X - */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(6,2,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Point Output' - source: "Shader \"Hidden/VFX/System 1/Point Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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#undef VFX_VARYING_COLOR // - Not used\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 2));\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,2,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i).a;\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - 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\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 2));\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,2,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\tfloat3 vPos = position;\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Line Output' - source: "Shader \"Hidden/VFX/System 1/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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_USE_TARGETPOSITION_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define - TARGET_FROM_ATTRIBUTES 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\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.y\n\t\t#define - VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\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 and VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id >> 1;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 - targetPosition = float3(0,0,0);\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_C707D62A( /*inout */position, float3(2,2,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = id & 1 ? targetPosition : position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(i);\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target - 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - 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\n\t\t\t\tnointerpolation float2 builtInInterpolants - : TEXCOORD0;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS - vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint - index = id >> 1;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 - targetPosition = float3(0,0,0);\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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 - targetPosition = float3(0,0,0);\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 - \ SetAttribute_C707D62A( /*inout */position, float3(2,2,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\tfloat3 targetOffset - = (float3)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t targetOffset = float3(0,1,0);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat3 - vPos = id & 1 ? targetPosition : position;\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\to.color - = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 - 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\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 - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(4,2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.3216903;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(4,2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.3216903;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One One\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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 USE_SOFT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_ADDITIONAL_BASE_COLOR - 1\n\t\t#define HDRP_USE_EMISSIVE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ADD\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_C707D62A( /*inout */position, float3(0,-4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE - && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance - = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance - = (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD - = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(0,0,0,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Cube Output' - source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_ADDITIONAL_BASE_COLOR - 1\n\t\t#define HDRP_USE_EMISSIVE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE - 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tTexture2D - baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: - alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\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.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(2,-4,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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_Target0\n\t\t\t{\n\t\t\t\tfloat - alpha = VFXGetFragmentColor(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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\t#if USE_SOFT_PARTICLE - || USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// - y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 - offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation - float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation - uint faceID : TEXCOORD6;\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\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define - VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if HDRP_NEEDS_UVS\n\t\t#define - VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\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\tuint - index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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\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 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x1 + 0xC80) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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\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 - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(2,-4,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\tfloat4 - baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t - \ baseColor = float4(0,0,0,1);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t#if - !USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst - float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst - VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3 - n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS - = lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS - = VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS - = normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Sphere Output' - source: "Shader \"Hidden/VFX/System 1/Lit Sphere Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_POSITION_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_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 - HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\t\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthOnly\" - }\n\t\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\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile - _ WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tlinear - noperspective centroid float4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD1;\n\t\t\t\tfloat4 - posWS : TEXCOORD2;\n\t\t\t\tfloat4 sphereInfo : TEXCOORD3;\n\t\t\t};\n\t\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_POSWS posWS.xyz\t\n\t\t#define VFX_VARYING_SPHERECENTER - sphereInfo.xyz\n\t\t#define VFX_VARYING_SPHERERADIUS sphereInfo.w\n\t\t\n\t\t#ifdef - WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_SMOOTHNESS posWS.w\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid Orient_1(inout float3 axisX, inout float3 - axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t - \ \n\t\t\t if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\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 else\n\t\t\t - \ {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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 scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(4,-4,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\to.VFX_VARYING_UV.x = float(id - & 1) * 2.0f - 1.0f;\n\t\t\t\to.VFX_VARYING_UV.y = float(id & 2) - 1.0f; \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\tfloat uSize = size3.x - * 0.5f;\n\t\t\t\t\n\t\t\t\tfloat camDist = length(GetViewVFXPosition() - position);\n\t\t\t\tfloat - scale = 1.0f - (1.0f - unity_OrthoParams.w) * uSize / camDist;\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = position;\n\t\t\t\tvPos += axisX * (o.VFX_VARYING_UV.x * uSize * scale);\n\t\t\t\tvPos - += axisY * (o.VFX_VARYING_UV.y * uSize * scale);\n\t\t\t\tvPos -= axisZ * uSize;\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_SPHERECENTER\n\t\t\t\to.VFX_VARYING_SPHERECENTER = TransformPositionVFXToWorld(position);\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_SPHERERADIUS\n\t\t\t\to.VFX_VARYING_SPHERERADIUS = uSize;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tvoid - VFXClipSphereAndGetDepthOffsetAndNormal(out float depthOffset, out float3 normalWS - ,VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t\tfloat lsqr = dot(i.VFX_VARYING_UV, - i.VFX_VARYING_UV);\n\t\t\t\tclip(1.0f - lsqr);\n\t\t\t\t\t\n\t\t\t\tfloat nDepthOffset - = 1.0f - sqrt(1.0f - lsqr); // normalized depth offset\t\n\t\t\t\t\n\t\t\t\tfloat3 - camToPosDir = normalize(i.VFX_VARYING_POSWS - VFXGetViewWorldPosition());\n\t\t\t\tfloat3 - posWS = i.VFX_VARYING_POSWS + (camToPosDir * (nDepthOffset * i.VFX_VARYING_SPHERERADIUS));\n\t\t\t\t\n\t\t\t\tfloat4 - posCS = VFXTransformPositionWorldToClip(posWS);\n\t\t\t\tdepthOffset = posCS.z - / posCS.w;\n\t\t\t\t\n\t\t\t\tnormalWS = normalize(posWS - i.VFX_VARYING_SPHERECENTER);\t\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#define - SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, - out float4 outNormalBuffer : SV_Target0\n\t\t#else\n\t\t , out float4 outColor - : SV_Target\n\t\t#endif\n\t\t\t, out float oDepth : SV_DepthLessEqual)\n\t\t\t{\n\t\t\t\tfloat3 - normalWS;\n\t\t\t\tVFXClipSphereAndGetDepthOffsetAndNormal(oDepth, normalWS, - i);\t\t\n\t\t\t\t\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tVFXUVData uvData - = (VFXUVData)0;\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#elif - defined(SCENESELECTIONPASS)\n\t\t\t\t// We use depth prepass for scene selection - in the editor, this code allow to output the outline correctly\n\t\t\t\toutColor - = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask - 7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma - multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define - HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP - || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP - || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat2 uv - : TEXCOORD1;\n\t\t\t\tfloat3 posWS : TEXCOORD2;\n\t\t\t\tfloat4 sphereInfo : - TEXCOORD3;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR - && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_POSWS posWS\t\n\t\t#define VFX_VARYING_SPHERECENTER - sphereInfo.xyz\n\t\t#define VFX_VARYING_SPHERERADIUS sphereInfo.w\n\t\t\n\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position - += Position;\n\t\t\t}\n\t\t\tvoid Orient_1(inout float3 axisX, inout float3 - axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition */\n\t\t\t{\n\t\t\t - \ \n\t\t\t if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\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 else\n\t\t\t - \ {\n\t\t\t axisZ = normalize(position - GetViewVFXPosition());\n\t\t\t - \ axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t - \ axisY = cross(axisZ,axisX);\n\t\t\t }\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x1400) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0xDC0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 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 scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(4,-4,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_39EE3453( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\tOrient_1( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\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\to.VFX_VARYING_UV.x = float(id - & 1) * 2.0f - 1.0f;\n\t\t\t\to.VFX_VARYING_UV.y = float(id & 2) - 1.0f; \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\tfloat uSize = size3.x - * 0.5f;\n\t\t\t\t\n\t\t\t\tfloat camDist = length(GetViewVFXPosition() - position);\n\t\t\t\tfloat - scale = 1.0f - (1.0f - unity_OrthoParams.w) * uSize / camDist;\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = position;\n\t\t\t\tvPos += axisX * (o.VFX_VARYING_UV.x * uSize * scale);\n\t\t\t\tvPos - += axisY * (o.VFX_VARYING_UV.y * uSize * scale);\n\t\t\t\tvPos -= axisZ * uSize;\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_SPHERECENTER\n\t\t\t\to.VFX_VARYING_SPHERECENTER = TransformPositionVFXToWorld(position);\n\t\t\t\t#endif\n\t\t\t\t#ifdef - VFX_VARYING_SPHERERADIUS\n\t\t\t\to.VFX_VARYING_SPHERERADIUS = uSize;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\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\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\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tvoid - VFXClipSphereAndGetDepthOffsetAndNormal(out float depthOffset, out float3 normalWS - ,VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t\tfloat lsqr = dot(i.VFX_VARYING_UV, - i.VFX_VARYING_UV);\n\t\t\t\tclip(1.0f - lsqr);\n\t\t\t\t\t\n\t\t\t\tfloat nDepthOffset - = 1.0f - sqrt(1.0f - lsqr); // normalized depth offset\t\n\t\t\t\t\n\t\t\t\tfloat3 - camToPosDir = normalize(i.VFX_VARYING_POSWS - VFXGetViewWorldPosition());\n\t\t\t\tfloat3 - posWS = i.VFX_VARYING_POSWS + (camToPosDir * (nDepthOffset * i.VFX_VARYING_SPHERERADIUS));\n\t\t\t\t\n\t\t\t\tfloat4 - posCS = VFXTransformPositionWorldToClip(posWS);\n\t\t\t\tdepthOffset = posCS.z - / posCS.w;\n\t\t\t\t\n\t\t\t\tnormalWS = normalize(posWS - i.VFX_VARYING_SPHERECENTER);\t\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#define - SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer), out float - oDepth : SV_DepthLessEqual)\n\t\t\t{\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tVFXUVData - uvData = (VFXUVData)0;\n\t\t\t\tVFXClipSphereAndGetDepthOffsetAndNormal(oDepth, - normalWS, i);\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xF00) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 4 - data[0]: -1 - 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m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661615132} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615062} + m_MasterSlot: {fileID: 8926484042661615131} m_MasterData: - m_Owner: {fileID: 8926484042661615061} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 2 + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: Size + name: z m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx index 5ed77eacc96..41f8c4ed262 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Jumping Cubes/Jumping Cubes.vfx @@ -45,11 +45,12 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: - {fileID: 5371698748595113096, guid: 0faa6012b1dc5a54482fe2461828b05c, type: 3} - {fileID: 5371698745253816930, guid: f41c031954f42aa4dbdc514c975a0079, type: 3} + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -58,523 +59,16 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: Jumping Cubes m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\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_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\nCBUFFER_START(parameters)\n - \ float uniform_b;\n float uniform_c;\n float uniform_d;\n float - deltaTime_b;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position - = Position;\n}\nvoid 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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x70000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x60000) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_y = position[0];\n\t\t\t - \ float tmp_ba = age / lifetime;\n\t\t\t float tmp_bb = tmp_ba * uniform_c;\n\t\t\t - \ float tmp_bd = tmp_bb * (float)6.283185;\n\t\t\t float tmp_be = cos(tmp_bd);\n\t\t\t - \ float tmp_bf = (float)1 - tmp_be;\n\t\t\t float tmp_bh = tmp_bf / (float)2;\n\t\t\t - \ float tmp_bi = tmp_bh * uniform_d;\n\t\t\t float tmp_bj = uniform_b + - tmp_bi;\n\t\t\t float tmp_bk = position[2];\n\t\t\t float3 tmp_bl = float3(tmp_y, - tmp_bj, tmp_bk);\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_bl);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x60000) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x70000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x40000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x60000) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x70000) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_y = position[0];\n\t\t float - tmp_ba = age / lifetime;\n\t\t float tmp_bb = tmp_ba * uniform_c;\n\t\t float - tmp_bd = tmp_bb * (float)6.283185;\n\t\t float tmp_be = cos(tmp_bd);\n\t\t - \ float tmp_bf = (float)1 - tmp_be;\n\t\t float tmp_bh = tmp_bf / (float)2;\n\t\t - \ float tmp_bi = tmp_bh * uniform_d;\n\t\t float tmp_bj = uniform_b + tmp_bi;\n\t\t - \ float tmp_bk = position[2];\n\t\t float3 tmp_bl = float3(tmp_y, tmp_bj, - tmp_bk);\n\t\t SetAttribute_CAC29747( /*inout */position, tmp_bl);\n\t\t}\n\t\tAge( - /*inout */age, deltaTime_b);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 - + 0x60000) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + 0x70000) - << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_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_ALIVE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 line_start_a;\n float Lifetime_b;\n float3 line_end_a;\n float - Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionLine_0(inout float3 position, inout - uint seed, float3 line_start, float3 line_end, float volumeFactor) /*positionMode:Surface - spawnMode:Randomized */\n{\n position += lerp(line_start, line_end, RAND);\n}\nvoid - SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime - = Lifetime;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = - Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n - \ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n - \ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + - 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)0;\n - \ float size = (float)0.1;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n PositionLine_0( /*inout - */position, /*inout */seed, line_start_a, line_end_a, (float)1);\n }\n - \ SetAttribute_F0142CB9( /*inout */lifetime, Lifetime_b);\n SetAttribute_3278B22F( - /*inout */size, Size_c);\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x40000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x1 + 0x50000) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x1 + 0x60000) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x1 + 0x70000) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x40000) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x1 + 0x50000) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + 0x60000) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + 0x70000) << 2,uint(alive));\n - \ \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 1]Cube Output' - source: "Shader \"Hidden/VFX/System 1/Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Back\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_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 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\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 - 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\n\t\t\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\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat3 offsets - : TEXCOORD0;\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\tnointerpolation - uint faceID : TEXCOORD2;\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_OFFSETS offsets\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\t\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x70000) << 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\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 + 0x70000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x50000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x - = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z - = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\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\tfloat3x3 rot - = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(offsets,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = - TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS - = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS - = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID - = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot - = mul(transpose(float3x3(axisX,axisY,axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE - \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX - = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS - = VFXTransformPositionWorldToClip(vPosWS);\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\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\t\t\n\t\t\t\t\n\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE - = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX - = texIndex;\n\t\t\t\t#endif\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#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\tfloat3 - VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 - s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s - * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS - * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 - tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn - mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS - i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) - && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal - = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn - = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse - if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, - float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef - USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] - *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn - mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 - VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if - defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot - = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn - normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS - i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 - uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy - * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID - == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv - = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn - uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,VFXCubeGetUV(i));\n\t\t\t\to.color - = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - 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data[2]: 20 - data[3]: -1 - - op: 3 - valueIndex: 27 - data[0]: 9 - data[1]: 17 - data[2]: 21 - data[3]: -1 - - op: 6 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 31 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 31 - valueIndex: 32 - data[0]: 19 - data[1]: 18 - data[2]: -1 - data[3]: 1 - - op: 3 - valueIndex: 33 - data[0]: 16 - data[1]: 14 - data[2]: 8 - data[3]: -1 - - op: 3 - valueIndex: 36 - data[0]: 10 - data[1]: 11 - data[2]: 15 - data[3]: -1 - - op: 9 - valueIndex: 39 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 1 - - m_ExpressionIndex: 1 - m_Value: 6.2831855 - - m_ExpressionIndex: 2 - m_Value: 1 - - m_ExpressionIndex: 3 - m_Value: -1 - - m_ExpressionIndex: 4 - m_Value: 4.16 - - m_ExpressionIndex: 5 - m_Value: 2 - - m_ExpressionIndex: 8 - m_Value: 1.7427421 - - m_ExpressionIndex: 9 - m_Value: -10.570461 - - m_ExpressionIndex: 10 - m_Value: 10.214141 - - m_ExpressionIndex: 11 - m_Value: 0 - - m_ExpressionIndex: 12 - m_Value: 0.2278862 - - m_ExpressionIndex: 13 - m_Value: -0.36239195 - - m_ExpressionIndex: 14 - m_Value: 11.0152235 - - m_ExpressionIndex: 15 - m_Value: -0.11489391 - - m_ExpressionIndex: 16 - m_Value: 22.307121 - - m_ExpressionIndex: 17 - m_Value: 0 - - m_ExpressionIndex: 18 - m_Value: 0 - - m_ExpressionIndex: 19 - m_Value: 10 - - m_ExpressionIndex: 20 - m_Value: 0.37137103 - - m_ExpressionIndex: 21 - m_Value: 0.46145058 - - m_ExpressionIndex: 22 - m_Value: 0.91 - - m_ExpressionIndex: 23 - m_Value: 2 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: @@ -592,150 +86,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 27 - m_Value: {fileID: 0} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 524288 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 262144 - structure: 1 - element: 0 - - name: size - type: 1 - offset: - bucket: 327680 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 393216 - structure: 1 - element: 0 - - name: alive - type: 17 - offset: - bucket: 458752 - structure: 1 - element: 0 - capacity: 65536 - stride: 4 - - type: 1 - size: 524288 - layout: - - name: position - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 262144 - structure: 1 - element: 0 - - name: size - type: 1 - offset: - bucket: 327680 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 393216 - structure: 1 - element: 0 - - name: alive - type: 17 - offset: - bucket: 458752 - structure: 1 - element: 0 - capacity: 65536 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 65536 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 65536 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 65536 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 65536 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -747,136 +105,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 28 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 65536 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 29 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: - - nameId: line_start_a - index: 25 - - nameId: line_end_a - index: 30 - - nameId: Lifetime_b - index: 23 - - nameId: Size_c - index: 22 - params: - - nameId: bounds_center - index: 24 - - nameId: bounds_size - index: 29 - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 6 - - nameId: uniform_c - index: 0 - - nameId: uniform_d - index: 7 - - nameId: deltaTime_b - index: 26 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 31 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741827 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: mainTexture - index: 27 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614538 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1878,6 +1107,7 @@ MonoBehaviour: cullMode: 0 zWriteMode: 0 zTestMode: 0 + colorMappingMode: 0 uvMode: 0 useSoftParticle: 0 sortPriority: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx index 7e7ce99915d..4554b243873 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx @@ -260,8 +260,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -695,5796 +697,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: Noise m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float size = (float)0.1;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n PositionAABox_18D( /*inout */position, /*inout - */seed, float3(0,0,0), float3(1,1,0));\n }\n {\n SetAttribute_3278B229( - /*inout */size, (float)0.01);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(size));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(size));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GenerateValueNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[0];\n\t\t\t\t float3 tmp_ba = float3(tmp_z, tmp_z, - tmp_z);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GeneratePerlinNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[0];\n\t\t\t\t float tmp_bb = tmp_z - (float)-1;\n\t\t\t\t - \ float tmp_bd = tmp_bb / (float)2;\n\t\t\t\t float3 tmp_be = float3(tmp_bd, - tmp_bd, tmp_bd);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_be);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GenerateCellularNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[0];\n\t\t\t\t float3 tmp_ba = float3(tmp_z, tmp_z, - tmp_z);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(0,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GenerateValueNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[1];\n\t\t\t\t float tmp_ba = tmp_y[2];\n\t\t\t\t - \ float2 tmp_bb = float2(tmp_z, tmp_ba);\n\t\t\t\t float2 tmp_bd = tmp_bb - * float2(0.5,0.5);\n\t\t\t\t float2 tmp_be = tmp_bd + float2(0.5,0.5);\n\t\t\t\t - \ float tmp_bf = tmp_be[0];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t - \ float3 tmp_bi = float3(tmp_bf, tmp_bg, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(1.1,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GeneratePerlinNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[1];\n\t\t\t\t float tmp_ba = tmp_y[2];\n\t\t\t\t - \ float2 tmp_bb = float2(tmp_z, tmp_ba);\n\t\t\t\t float2 tmp_bd = tmp_bb - * float2(0.5,0.5);\n\t\t\t\t float2 tmp_be = tmp_bd + float2(0.5,0.5);\n\t\t\t\t - \ float tmp_bf = tmp_be[0];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t - \ float3 tmp_bi = float3(tmp_bf, tmp_bg, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(1.1,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float tmp_u = position[1];\n\t\t\t\t float2 - tmp_v = float2(tmp_t, tmp_u);\n\t\t\t\t float3 tmp_y = GenerateCellularNoise(tmp_v, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_z = tmp_y[1];\n\t\t\t\t float tmp_ba = tmp_y[2];\n\t\t\t\t - \ float2 tmp_bb = float2(tmp_z, tmp_ba);\n\t\t\t\t float2 tmp_bd = tmp_bb - * float2(0.5,0.5);\n\t\t\t\t float2 tmp_be = tmp_bd + float2(0.5,0.5);\n\t\t\t\t - \ float tmp_bf = tmp_be[0];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t - \ float3 tmp_bi = float3(tmp_bf, tmp_bg, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(1.1,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GenerateValueNoise(tmp_t, float3(5,0.5,2).x, - (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t float tmp_x = tmp_w[0];\n\t\t\t\t - \ float3 tmp_y = float3(tmp_x, tmp_x, tmp_x);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_y);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(2.2,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GeneratePerlinNoise(tmp_t, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_x = tmp_w[0];\n\t\t\t\t float tmp_z = tmp_x - (float)-1;\n\t\t\t\t - \ float tmp_bb = tmp_z / (float)2;\n\t\t\t\t float3 tmp_bc = float3(tmp_bb, - tmp_bb, tmp_bb);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(2.2,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GenerateCellularNoise(tmp_t, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_x = tmp_w[0];\n\t\t\t\t float3 tmp_y = float3(tmp_x, tmp_x, - tmp_x);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_y);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(2.2,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GenerateValueNoise(tmp_t, float3(5,0.5,2).x, - (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t float tmp_x = tmp_w[1];\n\t\t\t\t - \ float tmp_z = tmp_x * (float)0.5;\n\t\t\t\t float tmp_ba = tmp_z + (float)0.5;\n\t\t\t\t - \ float3 tmp_bc = float3(tmp_ba, (float)0, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(3.3,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GeneratePerlinNoise(tmp_t, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_x = tmp_w[1];\n\t\t\t\t float tmp_z = tmp_x * (float)0.5;\n\t\t\t\t - \ float tmp_ba = tmp_z + (float)0.5;\n\t\t\t\t float3 tmp_bc = float3(tmp_ba, - (float)0, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(3.3,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float - tmp_t = position[0];\n\t\t\t\t float2 tmp_w = GenerateCellularNoise(tmp_t, - float3(5,0.5,2).x, (int)1, float3(5,0.5,2).y, float3(5,0.5,2).z);\n\t\t\t\t - \ float tmp_x = tmp_w[1];\n\t\t\t\t float tmp_z = tmp_x * (float)0.5;\n\t\t\t\t - \ float tmp_ba = tmp_z + (float)0.5;\n\t\t\t\t float3 tmp_bc = float3(tmp_ba, - (float)0, (float)0);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_C707D62A( /*inout */position, float3(3.3,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\nvoid SetAttribute_CAC29747(inout float3 - position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float size = (float)0.1;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n PositionAABox_18D( /*inout */position, /*inout - */seed, float3(0,0,0), float3(0.7,0.7,0.7));\n }\n {\n SetAttribute_3278B229( - /*inout */size, (float)0.01);\n }\n {\n float3 tmp_t - = mul(float4x4(0.896876,-0.2211501,0.3830222,0,0.3830222,0.8213938,-0.4226182,0,-0.22115,0.5257422,0.8213938,0,0,0,0,1), - float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position, - tmp_t);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(size));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(size));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\t\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\t\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\t\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t\n\t\t\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GenerateValueNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[0];\n\t\t\t\t float3 - tmp_x = float3(tmp_w, tmp_w, tmp_w);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout - */color, tmp_x);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( /*inout - */position, float3(-2.2,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GeneratePerlinNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[0];\n\t\t\t\t float - tmp_y = tmp_w - (float)-1;\n\t\t\t\t float tmp_ba = tmp_y / (float)2;\n\t\t\t\t - \ float3 tmp_bb = float3(tmp_ba, tmp_ba, tmp_ba);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-2.2,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GenerateCellularNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[0];\n\t\t\t\t float3 - tmp_x = float3(tmp_w, tmp_w, tmp_w);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout - */color, tmp_x);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( /*inout - */position, float3(-2.2,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GenerateValueNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[1];\n\t\t\t\t float - tmp_x = tmp_v[2];\n\t\t\t\t float tmp_y = tmp_v[3];\n\t\t\t\t float3 tmp_z - = float3(tmp_w, tmp_x, tmp_y);\n\t\t\t\t float3 tmp_bb = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t - \ float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-1.1,2.2,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GeneratePerlinNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[1];\n\t\t\t\t float - tmp_x = tmp_v[2];\n\t\t\t\t float tmp_y = tmp_v[3];\n\t\t\t\t float3 tmp_z - = float3(tmp_w, tmp_x, tmp_y);\n\t\t\t\t float3 tmp_bb = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t - \ float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-1.1,3.3,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout - float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float4 - tmp_v = GenerateCellularNoise(position, float3(7,0.5,2).x, (int)1, float3(7,0.5,2).y, - float3(7,0.5,2).z);\n\t\t\t\t float tmp_w = tmp_v[1];\n\t\t\t\t float - tmp_x = tmp_v[2];\n\t\t\t\t float tmp_y = tmp_v[3];\n\t\t\t\t float3 tmp_z - = float3(tmp_w, tmp_x, tmp_y);\n\t\t\t\t float3 tmp_bb = tmp_z * float3(0.5,0.5,0.5);\n\t\t\t\t - \ float3 tmp_bc = tmp_bb + float3(0.5,0.5,0.5);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A( - /*inout */position, float3(-1.1,4.4,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float3 tmp_x = GenerateValueCurlNoise(position, float3(3,0.5,2).x, (int)1, - float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float3 tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t\t - \ SetAttribute_C707D62A( /*inout */position, tmp_z);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float3 tmp_x = GenerateValueCurlNoise(position, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t float3 - tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_z);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(-1.5,-1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_v = position[0];\n\t\t\t float tmp_w = position[1];\n\t\t\t - \ float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t\t float2 tmp_ba = GenerateValueCurlNoise(tmp_x, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float2 - tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t\t float tmp_bd = tmp_bc[0];\n\t\t\t - \ float tmp_be = tmp_bc[1];\n\t\t\t float3 tmp_bg = float3(tmp_bd, tmp_be, - (float)0);\n\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bg);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_v = position[0];\n\t\t float - tmp_w = position[1];\n\t\t float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t float2 - tmp_ba = GenerateValueCurlNoise(tmp_x, float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, - float3(3,0.5,2).z);\n\t\t float2 tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t - \ float tmp_bd = tmp_bc[0];\n\t\t float tmp_be = tmp_bc[1];\n\t\t float3 - tmp_bg = float3(tmp_bd, tmp_be, (float)0);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_bg);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(-1.5,0.5,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float3 tmp_x = GeneratePerlinCurlNoise(position, float3(3,0.5,2).x, (int)1, - float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float3 tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t\t - \ SetAttribute_C707D62A( /*inout */position, tmp_z);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float3 tmp_x = GeneratePerlinCurlNoise(position, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t float3 - tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_z);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Quad Output' - source: "Shader \"Hidden/VFX/System 5/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(0.5,-1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 6]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_v = position[0];\n\t\t\t float tmp_w = position[1];\n\t\t\t - \ float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t\t float2 tmp_ba = GeneratePerlinCurlNoise(tmp_x, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float2 - tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t\t float tmp_bd = tmp_bc[0];\n\t\t\t - \ float tmp_be = tmp_bc[1];\n\t\t\t float3 tmp_bg = float3(tmp_bd, tmp_be, - (float)0);\n\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bg);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_v = position[0];\n\t\t float - tmp_w = position[1];\n\t\t float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t float2 - tmp_ba = GeneratePerlinCurlNoise(tmp_x, float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, - float3(3,0.5,2).z);\n\t\t float2 tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t - \ float tmp_bd = tmp_bc[0];\n\t\t float tmp_be = tmp_bc[1];\n\t\t float3 - tmp_bg = float3(tmp_bd, tmp_be, (float)0);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_bg);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 6]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 0 - name: '[System 6]Quad Output' - source: "Shader \"Hidden/VFX/System 6/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(0.5,0.5,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 7]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 7]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float3 tmp_x = GenerateCellularCurlNoise(position, float3(3,0.5,2).x, (int)1, - float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float3 tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t\t - \ SetAttribute_C707D62A( /*inout */position, tmp_z);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float3 tmp_x = GenerateCellularCurlNoise(position, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t float3 - tmp_z = tmp_x * float3(0.015,0.015,0.015);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_z);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 7]Quad Output' - source: "Shader \"Hidden/VFX/System 7/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(2.5,-1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 8]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position - Composition:Add Source:Slot Random:Off channels:XYZ */\n{\n position += Position;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x13A00) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x16140) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_v = position[0];\n\t\t\t float tmp_w = position[1];\n\t\t\t - \ float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t\t float2 tmp_ba = GenerateCellularCurlNoise(tmp_x, - float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, float3(3,0.5,2).z);\n\t\t\t float2 - tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t\t float tmp_bd = tmp_bc[0];\n\t\t\t - \ float tmp_be = tmp_bc[1];\n\t\t\t float3 tmp_bg = float3(tmp_bd, tmp_be, - (float)0);\n\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bg);\n\t\t\t}\n\t\t\tAge( - /*inout */age, deltaTime_b);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x13A00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x16140) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_v = position[0];\n\t\t float - tmp_w = position[1];\n\t\t float2 tmp_x = float2(tmp_v, tmp_w);\n\t\t float2 - tmp_ba = GenerateCellularCurlNoise(tmp_x, float3(3,0.5,2).x, (int)1, float3(3,0.5,2).y, - float3(3,0.5,2).z);\n\t\t float2 tmp_bc = tmp_ba * float2(0.015,0.015);\n\t\t - \ float tmp_bd = tmp_bc[0];\n\t\t float tmp_be = tmp_bc[1];\n\t\t float3 - tmp_bg = float3(tmp_bd, tmp_be, (float)0);\n\t\t SetAttribute_C707D62A( /*inout - */position, tmp_bg);\n\t\t}\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 1 - name: '[System 8]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float Color_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid AttributeFromCurve_501DE071(inout - float3 color, inout uint seed, float Color) /*attribute:color Composition:Overwrite - AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent ColorMode:Color - channels:XYZ */\n{\n float t = RAND;\n float4 value = 0.0f;\n value - = SampleGradient(Color, t);\n color = value.rgb;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0,0,0), float3(0.6,0.6,0.6));\n - \ }\n AttributeFromCurve_501DE071( /*inout */color, /*inout */seed, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n {\n SetAttribute_3278B229( /*inout - */size, (float)0.05);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0x4 + 0x9D00) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0x13A00) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x4 + 0x9D03) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0x16140) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x9D00) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0x13A00) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0x9D03) - << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x16140) << 2,asuint(age));\n \n\n#endif\n - \ }\n}\n" - - compute: 0 - name: '[System 8]Quad Output' - source: "Shader \"Hidden/VFX/System 8/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_C707D62A(inout float3 - position, float3 Position) /*attribute:position Composition:Add Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x9D00) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x9D03) << 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\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 SetAttribute_C707D62A( - /*inout */position, float3(2.5,0.5,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 5 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - 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Also known as persistence. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615980 +--- !u!114 &8926484042661616138 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28588,28 +23311,41 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615978} + m_Parent: {fileID: 0} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615978} + m_MasterSlot: {fileID: 8926484042661616138} m_MasterData: - m_Owner: {fileID: 0} + m_Owner: {fileID: 8926484042661615983} m_Value: m_Type: - m_SerializableType: - m_SerializableObject: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: y + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615981 +--- !u!114 &8926484042661616139 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28626,31 +23362,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615981} + m_MasterSlot: {fileID: 8926484042661616139} m_MasterData: - m_Owner: {fileID: 8926484042661615972} + m_Owner: {fileID: 8926484042661615994} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: Noise + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The calculated noise. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661614808} ---- !u!114 &8926484042661615982 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616140 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28667,60 +23408,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615982} + m_MasterSlot: {fileID: 8926484042661616140} m_MasterData: - m_Owner: {fileID: 8926484042661615972} + m_Owner: {fileID: 8926484042661616005} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: Derivatives + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The rate of change of the noise. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661616193} ---- !u!114 &8926484042661615983 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: a30aeb734589f22468d3ed89a2ecc09c, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 114350483966674976} - m_Children: [] - m_UIPosition: {x: -1058, y: 1470} - m_UICollapsed: 0 - m_UISuperCollapsed: 0 - m_InputSlots: - - {fileID: 8926484042661615984} - - {fileID: 8926484042661615985} - - {fileID: 8926484042661615986} - - {fileID: 8926484042661616138} - - {fileID: 8926484042661615988} - - {fileID: 8926484042661615989} - m_OutputSlots: - - {fileID: 8926484042661615992} - - {fileID: 8926484042661615993} - type: 1 - dimensions: 0 ---- !u!114 &8926484042661615984 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616141 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28737,31 +23454,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615984} + m_MasterSlot: {fileID: 8926484042661616141} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616022} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: coordinate + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The coordinate in the noise field to take the sample from. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 - m_LinkedSlots: - - {fileID: 8926484042661614576} ---- !u!114 &8926484042661615985 + m_LinkedSlots: [] +--- !u!114 &8926484042661616142 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28778,30 +23500,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615985} + m_MasterSlot: {fileID: 8926484042661616142} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616039} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 5 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: frequency + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The frequency of the noise. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615986 +--- !u!114 &8926484042661616143 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28810,7 +23538,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 4d246e354feb93041a837a9ef59437cb, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 0} @@ -28818,30 +23546,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615986} + m_MasterSlot: {fileID: 8926484042661616143} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616056} m_Value: m_Type: - m_SerializableType: System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: octaves + name: roughness m_serializedType: - m_SerializableType: System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The number of layers of noise. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615988 +--- !u!114 &8926484042661616144 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28858,36 +23592,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615988} + m_MasterSlot: {fileID: 8926484042661616144} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616068} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 2 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: lacunarity + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: - - m_Type: 1 + - m_Type: 0 m_Min: 0 - m_Max: Infinity + m_Max: 1 m_Tooltip: m_Regex: m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The rate of change of the frequency for each successive octave. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615989 +--- !u!114 &8926484042661616145 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28896,40 +23630,44 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 1b2b751071c7fc14f9fa503163991826, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 0} - m_Children: - - {fileID: 8926484042661615990} - - {fileID: 8926484042661615991} + m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615989} + m_MasterSlot: {fileID: 8926484042661616145} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616082} m_Value: m_Type: - m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":1.0}' + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: range + name: roughness m_serializedType: - m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The noise will be calculated within the specified range. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615990 +--- !u!114 &8926484042661616146 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28941,28 +23679,41 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615989} + m_Parent: {fileID: 0} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615989} + m_MasterSlot: {fileID: 8926484042661616146} m_MasterData: - m_Owner: {fileID: 0} + m_Owner: {fileID: 8926484042661616094} m_Value: m_Type: - m_SerializableType: - m_SerializableObject: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: x + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615991 +--- !u!114 &8926484042661616147 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -28974,28 +23725,41 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661615989} + m_Parent: {fileID: 0} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615989} + m_MasterSlot: {fileID: 8926484042661616147} m_MasterData: - m_Owner: {fileID: 0} + m_Owner: {fileID: 8926484042661616108} m_Value: m_Type: - m_SerializableType: - m_SerializableObject: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: y + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661615992 +--- !u!114 &8926484042661616148 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -29012,31 +23776,36 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615992} + m_MasterSlot: {fileID: 8926484042661616148} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616120} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0 + m_SerializableObject: 0.5 m_Space: 2147483647 m_Property: - name: Noise + name: roughness m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The calculated noise. + m_Tooltip: The scaling factor applied to each octave. Also known as persistence. m_Regex: m_RegexMaxLength: 0 - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661614817} ---- !u!114 &8926484042661615993 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616155 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -29045,39 +23814,66 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: 1186f6f75023a5547a3641827e825642, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 114350483966674976} m_Children: [] + m_UIPosition: {x: -684, y: 721} + m_UICollapsed: 0 + m_UISuperCollapsed: 1 + m_InputSlots: + - {fileID: 8926484042661616158} + m_OutputSlots: + - {fileID: 8926484042661616161} + m_Type: + m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_Clamp: 0 +--- !u!114 &8926484042661616158 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 1b2b751071c7fc14f9fa503163991826, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: + - {fileID: 8926484042661616159} + - {fileID: 8926484042661616160} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615993} + m_MasterSlot: {fileID: 8926484042661616158} m_MasterData: - m_Owner: {fileID: 8926484042661615983} + m_Owner: {fileID: 8926484042661616155} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0 + m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":0.0,"y":0.0}' m_Space: 2147483647 m_Property: - name: Derivatives + name: input m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 + m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null attributes: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - 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m_Parent: {fileID: 8926484042661616035} + m_Parent: {fileID: 8926484042661616222} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616035} + m_MasterSlot: {fileID: 8926484042661616222} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -30641,38 +25598,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 + m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616039 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: a30aeb734589f22468d3ed89a2ecc09c, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Parent: {fileID: 114350483966674976} - m_Children: [] - m_UIPosition: {x: -1469, y: -546} - m_UICollapsed: 0 - m_UISuperCollapsed: 0 - 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m_MasterSlot: {fileID: 8926484042661616040} + m_MasterSlot: {fileID: 8926484042661616226} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -30747,9 +25669,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 0 + m_Direction: 1 m_LinkedSlots: [] ---- !u!114 &8926484042661616042 +--- !u!114 &8926484042661616228 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -30761,12 +25683,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616040} + m_Parent: {fileID: 8926484042661616226} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616040} + m_MasterSlot: {fileID: 8926484042661616226} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -30780,9 +25702,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 0 + m_Direction: 1 m_LinkedSlots: [] ---- !u!114 &8926484042661616043 +--- !u!114 &8926484042661616229 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -30794,12 +25716,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616040} + m_Parent: {fileID: 8926484042661616226} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616040} + m_MasterSlot: {fileID: 8926484042661616226} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -30813,9 +25735,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 0 + m_Direction: 1 m_LinkedSlots: [] ---- !u!114 &8926484042661616044 +--- !u!114 &8926484042661616230 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -30824,38 +25746,33 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - 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m_Parent: {fileID: 8926484042661616048} + m_Parent: {fileID: 8926484042661616231} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616048} + m_MasterSlot: {fileID: 8926484042661616230} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -31042,14 +25906,14 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: y + name: z m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616051 +--- !u!114 &8926484042661616235 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -31058,39 +25922,33 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: 5265657162cc1a241bba03a3b0476d99, type: 3} m_Name: m_EditorClassIdentifier: m_Parent: {fileID: 0} - 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m_Owner: {fileID: 8926484042661616039} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":0.0,"z":0.0}' + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: Derivatives + name: position m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null @@ -31128,13 +25985,12 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The rate of change of the noise. + m_Tooltip: The position. m_Regex: m_RegexMaxLength: 0 - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661616222} ---- !u!114 &8926484042661616053 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616237 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -31146,12 +26002,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - 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Also known as persistence. - m_Regex: - m_RegexMaxLength: 0 + m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + attributes: [] m_Direction: 0 - m_LinkedSlots: [] ---- !u!114 &8926484042661616148 + m_LinkedSlots: + - {fileID: 8926484042661616078} +--- !u!114 &8926484042661616326 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -34565,44 +29127,40 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: [] + m_Parent: {fileID: 8926484042661616325} + m_Children: + - {fileID: 8926484042661616327} + - {fileID: 8926484042661616328} + - {fileID: 8926484042661616329} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616148} + m_MasterSlot: {fileID: 8926484042661616325} m_MasterData: - m_Owner: {fileID: 8926484042661616120} + m_Owner: {fileID: 0} m_Value: m_Type: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 0.5 + m_SerializableType: + m_SerializableObject: m_Space: 2147483647 m_Property: - name: roughness + name: position m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null attributes: - - m_Type: 0 - m_Min: 0 - m_Max: 1 - m_Tooltip: - m_Regex: - m_RegexMaxLength: 0 - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The scaling factor applied to each octave. Also known as persistence. + m_Tooltip: The position. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616155 +--- !u!114 &8926484042661616327 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -34611,66 +29169,31 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 1186f6f75023a5547a3641827e825642, type: 3} + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 114350483966674976} + m_Parent: {fileID: 8926484042661616326} m_Children: [] - m_UIPosition: {x: -684, y: 721} - m_UICollapsed: 0 - m_UISuperCollapsed: 1 - m_InputSlots: - - {fileID: 8926484042661616158} - m_OutputSlots: - - {fileID: 8926484042661616161} - m_Type: - m_SerializableType: UnityEngine.Vector2, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_Clamp: 0 ---- !u!114 &8926484042661616158 -MonoBehaviour: - 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{fileID: 8926484042661616382} + - {fileID: 8926484042661616383} + - {fileID: 8926484042661616384} + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661616380} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: m_SerializableObject: m_Space: 2147483647 m_Property: - name: + name: position m_serializedType: m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 1 - m_LinkedSlots: - - {fileID: 8926484042661615335} ---- !u!114 &8926484042661616227 + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The position. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661616382 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -36447,12 +31116,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616226} + m_Parent: {fileID: 8926484042661616381} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616226} + m_MasterSlot: {fileID: 8926484042661616380} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -36466,9 +31135,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 + m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616228 +--- !u!114 &8926484042661616383 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -36480,12 +31149,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616226} + m_Parent: {fileID: 8926484042661616381} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616226} + m_MasterSlot: {fileID: 8926484042661616380} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -36499,9 +31168,9 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 + m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &8926484042661616229 +--- !u!114 &8926484042661616384 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -36513,12 +31182,12 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 8926484042661616226} + m_Parent: {fileID: 8926484042661616381} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661616226} + m_MasterSlot: {fileID: 8926484042661616380} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -36532,5 +31201,5 @@ MonoBehaviour: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] - m_Direction: 1 + m_Direction: 0 m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx index f8cbe028f17..fdc7667d5f5 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ParticleCountLimit.vfx @@ -341,8 +341,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -351,2398 +353,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: ParticleCountLimit m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n uint particleId = (uint)0;\n float size = (float)0.1;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n uint tmp_t = particleId / (uint)24576;\n float - tmp_u = (float)tmp_t;\n uint tmp_w = particleId / (uint)96;\n uint - tmp_y = tmp_w / (uint)256;\n uint tmp_z = tmp_y * (uint)256;\n uint - tmp_ba = tmp_w - tmp_z;\n float tmp_bb = (float)tmp_ba;\n int - tmp_bc = (int)particleId;\n int tmp_be = tmp_bc / (int)6291456;\n - \ int tmp_bf = tmp_be * (int)6291456;\n int tmp_bg = tmp_bc - - tmp_bf;\n int tmp_bi = tmp_bg / (int)96;\n int tmp_bj - = tmp_bi * (int)96;\n int tmp_bk = tmp_bg - tmp_bj;\n float - tmp_bl = (float)tmp_bk;\n float3 tmp_bm = float3(tmp_u, tmp_bb, tmp_bl);\n - \ float3 tmp_bo = tmp_bm / float3(256,256,96);\n float3 - tmp_bq = tmp_bo - float3(0.5,0.5,0.5);\n SetAttribute_CAC29747( /*inout - */position, tmp_bq);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x1 + 0x1800000) << 2,asuint(size));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(particleId));\n - \ attributeBuffer.Store((index * 0x1 + 0x1800000) << 2,asuint(size));\n - \ \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_PARTICLEID_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\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t float uniform_c;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t// - Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" - }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if - USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 - uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION - || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame - blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1800000) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float3 - tmp_w = position - float3(-0.5,-0.5,-0.5);\n\t\t\t\t float3 tmp_x = HSVtoRGB(tmp_w);\n\t\t\t\t - \ float tmp_y = tmp_x[0];\n\t\t\t\t float tmp_z = tmp_x[1];\n\t\t\t\t float - tmp_ba = tmp_x[2];\n\t\t\t\t float4 tmp_bc = float4(tmp_y, tmp_z, tmp_ba, - (float)1);\n\t\t\t\t float tmp_bd = position[0];\n\t\t\t\t uint tmp_be - = (uint)tmp_bd;\n\t\t\t\t uint tmp_bf = tmp_be ^ asuint(uniform_b);\n\t\t\t\t - \ uint tmp_bg = particleId ^ tmp_bf;\n\t\t\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t\t\t - \ float tmp_bi = tmp_bh * uniform_c;\n\t\t\t\t float4 tmp_bj = float4(tmp_bi, - tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t float4 tmp_bl = float4(0.4528302,0.119646,0.07048772,0) - - tmp_bc;\n\t\t\t\t float4 tmp_bm = tmp_bj * tmp_bl;\n\t\t\t\t float4 - tmp_bn = tmp_bc + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t float - tmp_bp = tmp_bn[1];\n\t\t\t\t float tmp_bq = tmp_bn[2];\n\t\t\t\t float3 - tmp_br = float3(tmp_bo, tmp_bp, tmp_bq);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_br);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.9;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_FDD06EC7(inout float3 - color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn - o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index - * 0x1 + 0x1800000) << 2));\n\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (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\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 float3 - tmp_w = position - float3(-0.5,-0.5,-0.5);\n\t\t\t\t float3 tmp_x = HSVtoRGB(tmp_w);\n\t\t\t\t - \ float tmp_y = tmp_x[0];\n\t\t\t\t float tmp_z = tmp_x[1];\n\t\t\t\t float - tmp_ba = tmp_x[2];\n\t\t\t\t float4 tmp_bc = float4(tmp_y, tmp_z, tmp_ba, - (float)1);\n\t\t\t\t float tmp_bd = position[0];\n\t\t\t\t uint tmp_be - = (uint)tmp_bd;\n\t\t\t\t uint tmp_bf = tmp_be ^ asuint(uniform_b);\n\t\t\t\t - \ uint tmp_bg = particleId ^ tmp_bf;\n\t\t\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t\t\t - \ float tmp_bi = tmp_bh * uniform_c;\n\t\t\t\t float4 tmp_bj = float4(tmp_bi, - tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t float4 tmp_bl = float4(0.4528302,0.119646,0.07048772,0) - - tmp_bc;\n\t\t\t\t float4 tmp_bm = tmp_bj * tmp_bl;\n\t\t\t\t float4 - tmp_bn = tmp_bc + tmp_bm;\n\t\t\t\t float tmp_bo = tmp_bn[0];\n\t\t\t\t float - tmp_bp = tmp_bn[1];\n\t\t\t\t float tmp_bq = tmp_bn[2];\n\t\t\t\t float3 - tmp_br = float3(tmp_bo, tmp_bp, tmp_bq);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_br);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.9;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 uniform_b;\n float4 uniform_e;\n float3 uniform_f;\n float - uniform_c;\n float3 uniform_g;\n float uniform_d;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\t\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_y = position[0];\n\t\t\t uint tmp_z = (uint)tmp_y;\n\t\t\t - \ uint tmp_ba = tmp_z ^ asuint(uniform_c);\n\t\t\t uint tmp_bb = particleId - ^ tmp_ba;\n\t\t\t float tmp_bc = FixedRand(tmp_bb);\n\t\t\t float tmp_bd - = tmp_bc * uniform_d;\n\t\t\t float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t - \ float tmp_bg = tmp_be + (float)0.045;\n\t\t\t float3 tmp_bh = position - - uniform_f;\n\t\t\t float3 tmp_bi = tmp_bh * tmp_bh;\n\t\t\t float tmp_bj - = tmp_bi[2];\n\t\t\t float tmp_bk = tmp_bi[1];\n\t\t\t float tmp_bl = - tmp_bj + tmp_bk;\n\t\t\t float tmp_bm = tmp_bi[0];\n\t\t\t float tmp_bn - = tmp_bl + tmp_bm;\n\t\t\t float tmp_bp = pow(tmp_bn, (float)0.5);\n\t\t\t - \ float tmp_br = tmp_bp - (float)0.1;\n\t\t\t float tmp_bt = pow(tmp_br, - (float)2.5);\n\t\t\t float3 tmp_bu = position - uniform_g;\n\t\t\t float3 - tmp_bv = tmp_bu * tmp_bu;\n\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t float - tmp_bx = tmp_bv[1];\n\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t float - tmp_bz = tmp_bv[0];\n\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t float - tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t\t float tmp_cc = tmp_cb - (float)0.1;\n\t\t\t - \ float tmp_cd = pow(tmp_cc, (float)2.5);\n\t\t\t float tmp_ce = tmp_bt - * tmp_cd;\n\t\t\t float tmp_cf = tmp_bt + tmp_cd;\n\t\t\t float tmp_cg - = tmp_ce / tmp_cf;\n\t\t\t float tmp_ci = pow(tmp_cg, (float)0.4);\n\t\t\t - \ float tmp_cj = abs(tmp_ci);\n\t\t\t float tmp_ck = min(tmp_br, tmp_cc);\n\t\t\t - \ float tmp_cl = tmp_ck - tmp_cj;\n\t\t\t float tmp_cm = uniform_d * tmp_cl;\n\t\t\t - \ float tmp_cn = tmp_cj + tmp_cm;\n\t\t\t float tmp_cp = max(tmp_cn, (float)0);\n\t\t\t - \ float tmp_cq = min(tmp_cp, (float)0.1);\n\t\t\t float tmp_cr = tmp_cq - / (float)0.1;\n\t\t\t float tmp_cs = SampleCurve(uniform_e,tmp_cr);\n\t\t\t - \ float tmp_ct = tmp_bg * tmp_cs;\n\t\t\t SetAttribute_3278B22F( /*inout - */size, tmp_ct);\n\t\t\t}\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x1800000) << 2,asuint(size));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t\n\t\t\t\tuint deadIndex - = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tuint - particleId = (attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\tfloat size - = asfloat(attributeBuffer.Load((index * 0x1 + 0x1800000) << 2));\n\t\t\n\n\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t - \ float tmp_y = position[0];\n\t\t uint tmp_z = (uint)tmp_y;\n\t\t uint - tmp_ba = tmp_z ^ asuint(uniform_c);\n\t\t uint tmp_bb = particleId ^ tmp_ba;\n\t\t - \ float tmp_bc = FixedRand(tmp_bb);\n\t\t float tmp_bd = tmp_bc * uniform_d;\n\t\t - \ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t float tmp_bg = tmp_be - + (float)0.045;\n\t\t float3 tmp_bh = position - uniform_f;\n\t\t float3 - tmp_bi = tmp_bh * tmp_bh;\n\t\t float tmp_bj = tmp_bi[2];\n\t\t float - tmp_bk = tmp_bi[1];\n\t\t float tmp_bl = tmp_bj + tmp_bk;\n\t\t float - tmp_bm = tmp_bi[0];\n\t\t float tmp_bn = tmp_bl + tmp_bm;\n\t\t float - tmp_bp = pow(tmp_bn, (float)0.5);\n\t\t float tmp_br = tmp_bp - (float)0.1;\n\t\t - \ float tmp_bt = pow(tmp_br, (float)2.5);\n\t\t float3 tmp_bu = position - - uniform_g;\n\t\t float3 tmp_bv = tmp_bu * tmp_bu;\n\t\t float tmp_bw - = tmp_bv[2];\n\t\t float tmp_bx = tmp_bv[1];\n\t\t float tmp_by = tmp_bw - + tmp_bx;\n\t\t float tmp_bz = tmp_bv[0];\n\t\t float tmp_ca = tmp_by - + tmp_bz;\n\t\t float tmp_cb = pow(tmp_ca, (float)0.5);\n\t\t float tmp_cc - = tmp_cb - (float)0.1;\n\t\t float tmp_cd = pow(tmp_cc, (float)2.5);\n\t\t - \ float tmp_ce = tmp_bt * tmp_cd;\n\t\t float tmp_cf = tmp_bt + tmp_cd;\n\t\t - \ float tmp_cg = tmp_ce / tmp_cf;\n\t\t float tmp_ci = pow(tmp_cg, (float)0.4);\n\t\t - \ float tmp_cj = abs(tmp_ci);\n\t\t float tmp_ck = min(tmp_br, tmp_cc);\n\t\t - \ float tmp_cl = tmp_ck - tmp_cj;\n\t\t float tmp_cm = uniform_d * tmp_cl;\n\t\t - \ float tmp_cn = tmp_cj + tmp_cm;\n\t\t float tmp_cp = max(tmp_cn, (float)0);\n\t\t - \ float tmp_cq = min(tmp_cp, (float)0.1);\n\t\t float tmp_cr = tmp_cq / - (float)0.1;\n\t\t float tmp_cs = SampleCurve(uniform_e,tmp_cr);\n\t\t float - tmp_ct = tmp_bg * tmp_cs;\n\t\t SetAttribute_3278B22F( /*inout */size, tmp_ct);\n\t\t}\n\t\t\n\n\t\tattributeBuffer.Store((index - 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cosPhi * cosPhi);\n \n direction = float3(sincosTheta, - cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n - \ \n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float - Min, float Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float size - = (float)0.1;\n float3 position = float3(0,0,0);\n uint seed = - (uint)0;\n float3 direction = float3(0,0,1);\n float lifetime - = (float)1;\n bool alive = (bool)true;\n float age = (float)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_3278B229( /*inout */size, (float)0.32);\n - \ }\n {\n PositionSphere_0( /*inout */position, /*inout - */seed, /*inout */direction, float3(0,0,-0.06), (float)1.6, (float)6.283185, - (float)1);\n }\n {\n SetAttribute_F01429A3( /*inout - */lifetime, /*inout */seed, (float)0.5, (float)1);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0x800) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x2800) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x3000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x3800) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x4 - + 0x800) << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 - + 0x2800) << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x1 - + 0x3000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0x3800) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x3000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x2800) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3800) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x3800) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x3000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x2800) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x3000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x3800) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x3000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x3800) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\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 * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x3000) << 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\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 + 0x3000) << 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 * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 Greater\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_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_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_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\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\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 * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x3000) << 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\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 + 0x3000) << 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 * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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 - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)0.04);\n\t\t\t\t}\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_SIZE_CURRENT - 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define - VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_3278B229(inout float size, float - Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:X - */\n{\n size = Size;\n}\nvoid SetAttribute_48A7C213(inout float angleX, inout - uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite Source:Slot - Random:Uniform channels:X */\n{\n angleX = lerp(Min.x,Max.x,RAND);\n}\nvoid - SetAttribute_48A7C212(inout float angleY, inout uint seed, float Min, float - Max) /*attribute:angle Composition:Overwrite Source:Slot Random:Uniform channels:Y - */\n{\n angleY = lerp(Min.x,Max.x,RAND);\n}\nvoid PositionAABox_0(inout float3 - position, inout uint seed, float3 Box_center, float3 Box_size) /*positionMode:Surface - spawnMode:Randomized */\n{\n \n float areaXY = max(Box_size.x * Box_size.y, - VFX_EPSILON);\n float areaXZ = max(Box_size.x * Box_size.z, VFX_EPSILON);\n - \ float areaYZ = max(Box_size.y * Box_size.z, VFX_EPSILON);\n \n float - face = RAND * (areaXY + areaXZ + areaYZ);\n float flip = (RAND >= 0.5f) ? - 0.5f : -0.5f;\n float3 cube = float3(RAND2 - 0.5f, flip);\n \n if (face - < areaXY)\n cube = cube.xyz;\n else if(face < areaXY + areaXZ)\n cube - = cube.xzy;\n else\n cube = cube.zxy;\n \n position = cube * - Box_size + Box_center;\n \n}\nvoid SetAttribute_48A7C211(inout float angleZ, - inout uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite - Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(Min.x,Max.x,RAND);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ - */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float size - = (float)0.1;\n float angleX = (float)0;\n uint seed = (uint)0;\n - \ float angleY = (float)0;\n float3 position = float3(0,0,0);\n - \ float angleZ = (float)0;\n float lifetime = (float)1;\n bool - alive = (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_3278B229( - /*inout */size, (float)0.94);\n }\n {\n SetAttribute_48A7C213( - /*inout */angleX, /*inout */seed, (float)0, (float)360);\n }\n {\n - \ SetAttribute_48A7C212( /*inout */angleY, /*inout */seed, (float)0, - (float)360);\n }\n {\n PositionAABox_0( /*inout */position, - \ /*inout */seed, float3(-3.84,1.68,0), float3(3,2.18,3));\n }\n {\n - \ SetAttribute_48A7C211( /*inout */angleZ, /*inout */seed, (float)0, - (float)360);\n }\n {\n SetAttribute_F01429A3( /*inout - */lifetime, /*inout */seed, (float)0.5, (float)2);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x4 + 0x0) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x4 + 0x1) << 2,asuint(angleX));\n - \ attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(angleY));\n - \ attributeBuffer.Store3((index * 0x4 + 0x200) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(angleZ));\n - \ attributeBuffer.Store((index * 0x1 + 0x400) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x480) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x1 + 0x500) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x4 + 0x0) << 2,asuint(size));\n attributeBuffer.Store((index * 0x4 - + 0x1) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0x4 + 0x2) - << 2,asuint(angleY));\n attributeBuffer.Store3((index * 0x4 + 0x200) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x1 + 0x400) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x480) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x480) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x400) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x480) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x400) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 - + 0x480) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x500) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x1 - + 0x480) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x500) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Mesh Output' - source: "Shader \"Hidden/VFX/System 2/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 Front\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_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_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_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\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x1) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x480) << 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 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\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 + 0x480) << 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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x1) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_39EE3453( /*inout */size, (float)1.4);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Mesh Output' - source: "Shader \"Hidden/VFX/System 2/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SIZE_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_POSITION_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_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_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_ADD 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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x1) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x480) << 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 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\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 + 0x480) << 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 * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x1) << 2));\n\t\t\t\t\t\tfloat - angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, (float)1);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\nvoid SetAttribute_F01429A3(inout float - lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_0(inout float3 position, inout uint seed, float3 Box_center, float3 - Box_size) /*positionMode:Surface spawnMode:Randomized */\n{\n \n float - areaXY = max(Box_size.x * Box_size.y, VFX_EPSILON);\n float areaXZ = max(Box_size.x - * Box_size.z, VFX_EPSILON);\n float areaYZ = max(Box_size.y * Box_size.z, - VFX_EPSILON);\n \n float face = RAND * (areaXY + areaXZ + areaYZ);\n float - flip = (RAND >= 0.5f) ? 0.5f : -0.5f;\n float3 cube = float3(RAND2 - 0.5f, - flip);\n \n if (face < areaXY)\n cube = cube.xyz;\n else if(face - < areaXY + areaXZ)\n cube = cube.xzy;\n else\n cube = cube.zxy;\n - \ \n position = cube * Box_size + Box_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n float size = (float)0.1;\n float lifetime = - (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ float angleX = (float)0;\n float age = (float)0;\n bool - alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n SetAttribute_E629755( - /*inout */velocity, float3(0,-2,0));\n }\n {\n SetAttribute_3278B229( - /*inout */size, (float)0.36);\n }\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)2, (float)3);\n }\n {\n - \ PositionAABox_0( /*inout */position, /*inout */seed, float3(0,4.22,-3.44), - float3(3,1,3));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x100) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x140) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x240) << 2,asuint(angleX));\n attributeBuffer.Store((index - * 0x1 + 0x280) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x143) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x100) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x140) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x240) << 2,asuint(angleX));\n - \ attributeBuffer.Store((index * 0x1 + 0x280) << 2,asuint(age));\n attributeBuffer.Store((index - * 0x4 + 0x143) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Angle_a;\n float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - AttributeFromCurve_F28542EE(inout float angleX, float age, float lifetime, float4 - Angle) /*attribute:angle Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:Uniform ColorMode:ColorAndAlpha channels:X */\n{\n float t = age / lifetime;\n - \ float value = 0.0f;\n value = SampleCurve(Angle, t);\n angleX = value.x;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x143) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\tfloat angleX - = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x280) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAttributeFromCurve_F28542EE( - /*inout */angleX, age, lifetime, Angle_a);\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x140) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x240) << 2,asuint(angleX));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x280) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x143) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x140) << 2));\n\t\tfloat angleX = asfloat(attributeBuffer.Load((index - * 0x1 + 0x240) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x1 + 0x280) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x143) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAttributeFromCurve_F28542EE( /*inout */angleX, - age, lifetime, Angle_a);\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\n\t\tattributeBuffer.Store3((index * 0x4 + 0x140) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x240) << - 2,asuint(angleX));\n\t\tattributeBuffer.Store((index * 0x1 + 0x280) << 2,asuint(age));\n\t\tattributeBuffer.Store((index - * 0x4 + 0x143) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SIZE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_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_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 - 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\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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 Front\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_POSITION_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_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_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 - 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\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 - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.07418633,0,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x143) << 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 * 0x1 + 0x100) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tfloat - angleX = asfloat(attributeBuffer.Load((index * 0x1 + 0x240) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat 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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.07418633,0,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 14 - data[0]: -1 - data[1]: -1 - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -783,4396 +785,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: SimpleLitShadow m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(1.5,0,0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_COOKIE 1\n\t\t#define HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.3254717,0.3254717));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_COOKIE 1\n\t\t#define HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA - 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.3254717,0.3254717));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0.5,0,-0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 2/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define HDRP_ENABLE_COOKIE 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.3432083,0.3254902,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 2/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define HDRP_ENABLE_COOKIE 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.345098,0.3294118,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(-0.5,0,-0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 3/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_COOKIE 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.2877358,0.8789378,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 3]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 3/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_COOKIE 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.2901961,0.8823529,1));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(-0.5,0,0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 4]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 4/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0.990566,0.1098041));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 4]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 4/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define - HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define - HDRP_USE_BASE_COLOR 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0,0.9921569,0.1137255));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(0.5,0,0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 5/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_COOKIE 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.9468936,1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 5]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 5/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_ENABLE_SHADOWS 1\n\t\t#define HDRP_ENABLE_SPECULAR 1\n\t\t#define - HDRP_ENABLE_COOKIE 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(0.9490196,1,0));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 6]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime, - inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite - Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid - PositionAABox_18D(inout float3 position, inout uint seed, float3 Box_center, - float3 Box_size) /*positionMode:Volume spawnMode:Randomized */\n{\n position - = Box_size * (RAND3 - 0.5f) + Box_center;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F01429A3( /*inout */lifetime, - \ /*inout */seed, (float)6, (float)6);\n }\n {\n PositionAABox_18D( - /*inout */position, /*inout */seed, float3(1.5,0,-0.5), float3(0.7,0.7,0.7));\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x5000) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x5001) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 - + 0x5001) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 6]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0x0) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * - 0x2 + 0x5001) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition - = position;\n#endif\n\t\t\t\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5001) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x5000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x5000) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x5001) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 - + 0x5000) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x5001) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 6]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 6/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.2216981,0.8071814));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t - \ \n\t\t\t\t diffusionProfileHash = (uint)1080186057;\n\t\t\t\t}\n\t\t\t\t\n - // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash - = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 - posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, - _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat - alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 6]Lit Quad Output' - source: "Shader \"Hidden/VFX/System 6/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - One OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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 HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR - 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR - 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_c;\n\t\t float uniform_b;\n\t\t float uniform_d;\n\t\t - \ uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState - samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define - _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t#define - _SURFACE_TYPE_TRANSPARENT\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST - USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM - SHADOW_HIGH SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma - enable_d3d11_debug_symbols\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP - || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define - HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation - float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR - || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 - emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// - x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal - scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 - materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// - x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation - float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tnointerpolation - float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation - float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 - bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD7;\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if - (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define - VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define - VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define - VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define - VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if - HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define - VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define - VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define - VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD - builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define - VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV - uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define - VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS - posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\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 * 0x2 + 0x5000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x5001) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float - tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_c,tmp_y);\n\t\t\t\t - \ float tmp_ba = uniform_b * tmp_z;\n\t\t\t\t float tmp_bb = tmp_ba * uniform_d;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bb);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0.2235294,0.8078431));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS - = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t - \ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC - = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR - = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS - = thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE - = normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE - = emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef - VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE - = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if - HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR - = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define - SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS - i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if - HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst - uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS - = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs - posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, - tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData - = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData - = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV - = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF - = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid - VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, - VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData - bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD - = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst - float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 - normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData - = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) - && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = - i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 - bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x - * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS - = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS - * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS - = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if - USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 - tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale - = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale - = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = - normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor - = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 3]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 4]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 5]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - 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processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 8 - - nameId: indirectBuffer - index: 10 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 10 - - nameId: outputBuffer - index: 11 - - nameId: deadListCount - index: 9 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 24 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 10 - - nameId: deadListCount - index: 9 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 10 - - nameId: deadListCount - index: 9 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: sourceAttributeBuffer - index: 14 - - nameId: deadList - index: 15 - - nameId: deadListCount - index: 16 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 17 - - nameId: sortBufferA - index: 18 - - nameId: sortBufferB - index: 19 - values: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListIn - index: 15 - - nameId: deadListCount - index: 16 - - nameId: sourceAttributeBuffer - index: 14 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListOut - index: 15 - - nameId: indirectBuffer - index: 17 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: inputBuffer - index: 17 - - nameId: outputBuffer - index: 18 - - nameId: deadListCount - index: 16 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 25 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: indirectBuffer - index: 17 - - nameId: deadListCount - index: 16 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: indirectBuffer - index: 17 - - nameId: deadListCount - index: 16 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 7 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 21 - - nameId: deadList - index: 22 - - nameId: deadListCount - index: 23 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 24 - - nameId: sortBufferA - index: 25 - - nameId: sortBufferB - index: 26 - values: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListIn - index: 22 - - nameId: deadListCount - index: 23 - - nameId: sourceAttributeBuffer - index: 21 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - processor: {fileID: 0} - shaderSourceIndex: 8 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 22 - - nameId: indirectBuffer - index: 24 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 9 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: inputBuffer - index: 24 - - nameId: outputBuffer - index: 25 - - nameId: deadListCount - index: 23 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 26 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: indirectBuffer - index: 24 - - nameId: deadListCount - index: 23 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 10 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: indirectBuffer - index: 24 - - nameId: deadListCount - index: 23 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 11 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: sourceAttributeBuffer - index: 28 - - nameId: deadList - index: 29 - - nameId: deadListCount - index: 30 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 31 - - nameId: sortBufferA - index: 32 - - nameId: sortBufferB - index: 33 - values: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListIn - index: 29 - - nameId: deadListCount - index: 30 - - nameId: sourceAttributeBuffer - index: 28 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - processor: {fileID: 0} - shaderSourceIndex: 12 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: deadListOut - index: 29 - - nameId: indirectBuffer - index: 31 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 13 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: inputBuffer - index: 31 - - nameId: outputBuffer - index: 32 - - nameId: deadListCount - index: 30 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 27 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: indirectBuffer - index: 31 - - nameId: deadListCount - index: 30 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 14 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 3 - - nameId: indirectBuffer - index: 31 - - nameId: deadListCount - index: 30 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 15 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: sourceAttributeBuffer - index: 35 - - nameId: deadList - index: 36 - - nameId: deadListCount - index: 37 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 38 - - nameId: sortBufferA - index: 39 - - nameId: sortBufferB - index: 40 - values: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: deadListIn - index: 36 - - nameId: deadListCount - index: 37 - - nameId: sourceAttributeBuffer - index: 35 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - processor: {fileID: 0} - shaderSourceIndex: 16 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: deadListOut - index: 36 - - nameId: indirectBuffer - index: 38 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 17 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: inputBuffer - index: 38 - - nameId: outputBuffer - index: 39 - - nameId: deadListCount - index: 37 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 28 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: indirectBuffer - index: 38 - - nameId: deadListCount - index: 37 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 18 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 4 - - nameId: indirectBuffer - index: 38 - - nameId: deadListCount - index: 37 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 19 - - type: 1 - flags: 3 - capacity: 4096 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: sourceAttributeBuffer - index: 42 - - nameId: deadList - index: 43 - - nameId: deadListCount - index: 44 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 45 - - nameId: sortBufferA - index: 46 - - nameId: sortBufferB - index: 47 - values: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: deadListIn - index: 43 - - nameId: deadListCount - index: 44 - - nameId: sourceAttributeBuffer - index: 42 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 32 - - nameId: bounds_size - index: 31 - processor: {fileID: 0} - shaderSourceIndex: 20 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: deadListOut - index: 43 - - nameId: indirectBuffer - index: 45 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 21 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: inputBuffer - index: 45 - - nameId: outputBuffer - index: 46 - - nameId: deadListCount - index: 44 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 34 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 29 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: indirectBuffer - index: 45 - - nameId: deadListCount - index: 44 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 6 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 22 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 5 - - nameId: indirectBuffer - index: 45 - - nameId: deadListCount - index: 44 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 5 - - nameId: uniform_c - index: 3 - - nameId: uniform_d - index: 7 - - nameId: baseColorMap - index: 21 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 23 + m_Systems: [] --- !u!114 &8926484042661614540 MonoBehaviour: m_ObjectHideFlags: 0 @@ -6893,8 +1754,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 8926484042661614605} - m_exposedName: Translucent - m_exposed: 1 + m_ExposedName: Translucent + m_Exposed: 1 m_Order: 0 m_Category: m_Min: @@ -6905,6 +1766,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 @@ -7294,8 +2156,8 @@ MonoBehaviour: m_InputSlots: [] m_OutputSlots: - {fileID: 8926484042661614631} - m_exposedName: SizeMultiplier - m_exposed: 1 + m_ExposedName: SizeMultiplier + m_Exposed: 1 m_Order: 1 m_Category: m_Min: @@ -7306,6 +2168,7 @@ MonoBehaviour: m_Type: m_SerializableType: m_SerializableObject: + m_IsOutput: 0 m_Tooltip: m_Nodes: - m_Id: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx index 135042d1ee9..4ca2833c271 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx @@ -66,6 +66,7 @@ MonoBehaviour: cullMode: 0 zWriteMode: 0 zTestMode: 0 + colorMappingMode: 0 uvMode: 0 useSoftParticle: 0 sortPriority: 0 @@ -73,6 +74,7 @@ MonoBehaviour: indirectDraw: 0 castShadows: 0 preRefraction: 0 + primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 MonoBehaviour: @@ -152,7 +154,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614556} + - {fileID: 8926484042661614662} m_OutputSlots: [] m_Disabled: 0 attribute: velocity @@ -289,9 +291,10 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -815,7 +818,7 @@ VisualEffectResource: uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float + \ float lifetime = (float)1;\n float size = (float)0.1;\n float age = (float)0;\n float3 color = float3(1,1,1);\n float3 position = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if @@ -893,7 +896,7 @@ VisualEffectResource: name: '[System 1]Quad Output' source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -905,9 +908,10 @@ VisualEffectResource: 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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + 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\tCBUFFER_START(parameters)\n\t\t \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer @@ -916,24 +920,26 @@ VisualEffectResource: 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\n\t\t\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\t\n\t\t\tstruct + }\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\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 @@ -949,10 +955,14 @@ VisualEffectResource: SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + : 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\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat @@ -984,18 +994,26 @@ VisualEffectResource: /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + (!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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + *= 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\t\t + \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\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 @@ -1011,13 +1029,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: - {fileID: 8926484042661614526, guid: 797365d0f3886af418d3e1d776f8a9b3, type: 3} + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -166,7 +167,7 @@ VisualEffectResource: uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float + \ float lifetime = (float)1;\n float size = (float)0.1;\n float age = (float)0;\n float3 color = float3(1,1,1);\n float3 position = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if @@ -245,7 +246,7 @@ VisualEffectResource: name: '[System 1]Quad Output' source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -257,9 +258,10 @@ VisualEffectResource: 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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + 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\tCBUFFER_START(parameters)\n\t\t \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer @@ -268,24 +270,26 @@ VisualEffectResource: 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\n\t\t\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\t\n\t\t\tstruct + }\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\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 @@ -301,10 +305,14 @@ VisualEffectResource: SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + : 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\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat @@ -336,18 +344,26 @@ VisualEffectResource: /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + (!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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + *= 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\t\t + \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\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 @@ -363,13 +379,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 2]Initialize' @@ -421,7 +443,7 @@ VisualEffectResource: uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float + \ float lifetime = (float)1;\n float size = (float)0.1;\n float age = (float)0;\n float3 color = float3(1,1,1);\n float3 position = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if @@ -500,7 +522,7 @@ VisualEffectResource: name: '[System 2]Quad Output' source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -512,9 +534,10 @@ VisualEffectResource: 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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + 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\tCBUFFER_START(parameters)\n\t\t \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer @@ -523,24 +546,26 @@ VisualEffectResource: 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\n\t\t\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\t\n\t\t\tstruct + }\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\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 @@ -556,10 +581,14 @@ VisualEffectResource: SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + : 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\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat @@ -591,18 +620,26 @@ VisualEffectResource: /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + (!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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + *= 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\t\t + \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\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 @@ -618,13 +655,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 3]Initialize' @@ -676,7 +719,7 @@ VisualEffectResource: uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float + \ float lifetime = (float)1;\n float size = (float)0.1;\n float age = (float)0;\n float3 color = float3(1,1,1);\n float3 position = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if @@ -755,7 +798,7 @@ VisualEffectResource: name: '[System 3]Quad Output' source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -767,9 +810,10 @@ VisualEffectResource: 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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t + 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\tCBUFFER_START(parameters)\n\t\t \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer @@ -778,24 +822,26 @@ VisualEffectResource: 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\n\t\t\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\t\n\t\t\tstruct + }\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\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 @@ -811,10 +857,14 @@ VisualEffectResource: SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount + : 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\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; + // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat @@ -846,18 +896,26 @@ VisualEffectResource: /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 + (!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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef + *= 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\t\t + \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\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 @@ -873,13 +931,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 1]CameraSort' @@ -4319,6 +4383,10 @@ MonoBehaviour: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 797365d0f3886af418d3e1d776f8a9b3, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop + - Miaou --- !u!114 &8926484042661614797 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4872,6 +4940,10 @@ MonoBehaviour: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 797365d0f3886af418d3e1d776f8a9b3, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop + - Miaou --- !u!114 &8926484042661614823 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4904,6 +4976,10 @@ MonoBehaviour: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 797365d0f3886af418d3e1d776f8a9b3, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop + - Miaou --- !u!114 &8926484042661614955 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx index de35633eff3..7d9ed11cc00 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx @@ -47,11 +47,12 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: - {fileID: 8926484042661614526, guid: 075c82ddcba7d1f47a44fd65d81688fc, type: 3} - {fileID: 8926484042661614526, guid: 797365d0f3886af418d3e1d776f8a9b3, type: 3} + m_CategoryPath: --- !u!2058629511 &8926484042661614527 VisualEffectResource: m_ObjectHideFlags: 0 @@ -60,2952 +61,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: SubgraphContexts m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,0,0));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-6,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,0,0));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-8,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,0,0));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-4,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 4]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,1,1));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(0,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 4]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 4]Quad Output' - source: "Shader \"Hidden/VFX/System 4/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 5]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,1,1));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-2,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 5]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 5]Quad Output' - source: "Shader \"Hidden/VFX/System 5/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 6]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,1,1));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(2,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 6]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 6]Quad Output' - source: "Shader \"Hidden/VFX/System 6/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 7]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(0,0,1));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(6,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 7]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 7]Quad Output' - source: "Shader \"Hidden/VFX/System 7/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 8]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(1,0,0));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(4,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 8]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 8]Quad Output' - source: "Shader \"Hidden/VFX/System 8/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 9]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_COLOR_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float4 Size_c;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid AttributeFromCurve_45ABB90F(inout - float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite - AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha - channels:X */\n{\n float t = age / lifetime;\n float value = 0.0f;\n value - = SampleCurve(Size, t);\n size = value;\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 SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - \ float lifetime = (float)0;\n float size = (float)0.1;\n float - age = (float)0;\n float3 color = float3(1,1,1);\n float3 position - = float3(0,0,0);\n float alpha = (float)1;\n bool alive = (bool)true;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)16.67);\n }\n AttributeFromCurve_45ABB90F( /*inout */size, - age, lifetime, Size_c);\n {\n SetAttribute_FDD06EC7( /*inout - */color, float3(0,0,1));\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(8,0,0));\n }\n {\n SetAttribute_CEEAF35C( - /*inout */alpha, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x8 + 0x643) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x8 + 0x640) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x12C0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x500) << - 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x643) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x2 + 0x1040) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x8 + 0x640) << 2,asuint(color));\n - \ attributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x644) << 2,asuint(alpha));\n attributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 9]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define - VFX_USE_POSITION_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x1041) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1040) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x12C0) << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1040) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x12C0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x1041) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index * 0x2 + 0x1040) - << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12C0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x2 + 0x1041) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 9]Quad Output' - source: "Shader \"Hidden/VFX/System 9/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_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_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 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\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float gradient_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane - */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t - \ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if - VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t - \ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ - = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t - \ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float age, float - lifetime, inout float3 color, inout float alpha, float gradient) /*mode:ColorAndAlpha - ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t \n\t\t\t - \ float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t color - *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\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\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x1041) << 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\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 * 0x2 + 0x1041) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x8 + 0x643) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1040) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x640) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x8 + 0x644) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tColorOverLife_733E3(age, - lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\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\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 float2 - vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\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\tconst - float3 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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 3]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 4]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 5]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 6]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 7]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12C0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 8]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - 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values: - - nameId: localToWorld - index: 67 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 34 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 7 - - nameId: indirectBuffer - index: 62 - - nameId: deadListCount - index: 61 - temporaryBuffers: [] - values: - - nameId: gradient_b - index: 31 - - nameId: mainTexture - index: 60 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 23 - - type: 1 - flags: 3 - capacity: 320 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 8 - - nameId: sourceAttributeBuffer - index: 66 - - nameId: deadList - index: 67 - - nameId: deadListCount - index: 68 - - nameId: spawner_input - index: 2 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 69 - - nameId: sortBufferA - index: 70 - - nameId: sortBufferB - index: 71 - values: - - nameId: bounds_center - index: 50 - - nameId: bounds_size - index: 41 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 8 - - nameId: deadListIn - index: 67 - - nameId: deadListCount - index: 68 - - nameId: sourceAttributeBuffer - index: 66 - temporaryBuffers: [] - values: - - nameId: Size_c - index: 32 - params: - - nameId: bounds_center - index: 50 - - nameId: bounds_size - index: 41 - processor: {fileID: 0} - shaderSourceIndex: 24 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 8 - - nameId: deadListOut - index: 67 - - nameId: indirectBuffer - index: 69 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 57 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 25 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 8 - - nameId: inputBuffer - index: 69 - - nameId: outputBuffer - index: 70 - - nameId: deadListCount - index: 68 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 67 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 35 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 8 - - nameId: indirectBuffer - index: 69 - - nameId: deadListCount - index: 68 - temporaryBuffers: [] - values: - - nameId: gradient_b - index: 34 - - nameId: mainTexture - index: 60 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 26 + m_Systems: [] --- !u!114 &8926484042661614549 MonoBehaviour: m_ObjectHideFlags: 0 @@ -6986,11 +793,13 @@ MonoBehaviour: m_InputFlowSlot: - link: [] - link: [] - - link: [] m_OutputFlowSlot: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 075c82ddcba7d1f47a44fd65d81688fc, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop --- !u!114 &8926484042661614949 MonoBehaviour: m_ObjectHideFlags: 0 @@ -7019,11 +828,13 @@ MonoBehaviour: m_InputFlowSlot: - link: [] - link: [] - - link: [] m_OutputFlowSlot: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 075c82ddcba7d1f47a44fd65d81688fc, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop --- !u!114 &8926484042661614989 MonoBehaviour: m_ObjectHideFlags: 0 @@ -7052,11 +863,13 @@ MonoBehaviour: m_InputFlowSlot: - link: [] - link: [] - - link: [] m_OutputFlowSlot: - link: [] m_Subgraph: {fileID: 8926484042661614526, guid: 075c82ddcba7d1f47a44fd65d81688fc, type: 3} + m_InputFlowNames: + - OnPlay + - OnStop --- !u!114 &8926484042661614990 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx index 00716a53fca..e000064dd40 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx @@ -44,7 +44,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: - {fileID: 8926484042661614526, guid: f5f8302cc4be0f94aa64912c2e87b972, type: 3} @@ -71,8 +71,8 @@ VisualEffectResource: \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint + spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n + \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if @@ -81,64 +81,64 @@ VisualEffectResource: inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if + Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ + */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index + * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint + currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId + = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n + \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex + = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\n#endif\n float3 velocity + = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n + \ float3 position = float3(0,0,0);\n bool alive = (bool)true;\n + \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n + \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed + = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n + \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, + \ /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n + \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n + \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" + * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n uint + index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << + 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << + 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << + 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << + 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n + \ \n\n#endif\n }\n}\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n + \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity @@ -150,19 +150,19 @@ VisualEffectResource: /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] + * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition + * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) + deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] @@ -171,7 +171,7 @@ VisualEffectResource: name: '[System 1]Quad Output' source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -183,11 +183,11 @@ VisualEffectResource: 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + VFX_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t + \ float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer @@ -202,38 +202,40 @@ VisualEffectResource: USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + */\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 AttributeFromCurve_45ABB90F(inout + float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float + value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid + ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float + alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply + */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, + age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t + \ \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; @@ -265,25 +267,25 @@ VisualEffectResource: scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, + \ /*inout */color, /*inout */alpha, gradient_c);\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 = (vOffsets * kUVScale) + 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 = 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 + & 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\t\t - float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t + \ float3 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 @@ -302,13 +304,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 2]Initialize' @@ -320,8 +328,8 @@ VisualEffectResource: \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint + spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n + \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if @@ -330,67 +338,67 @@ VisualEffectResource: inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout + Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ + */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-2.62,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index + * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint + currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId + = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n + \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex + = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\n#endif\n float3 velocity + = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n + \ float3 position = float3(0,0,0);\n bool alive = (bool)true;\n + \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n + \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed + = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n + \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, + \ /*inout */seed, (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( + /*inout */position, float3(-2.62,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n + \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n + \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" + * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n uint + index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << + 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << + 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << + 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << + 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n + \ \n\n#endif\n }\n}\n" - compute: 1 name: '[System 2]Update' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n + \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity @@ -402,19 +410,19 @@ VisualEffectResource: /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] + * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition + * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) + deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] @@ -423,7 +431,7 @@ VisualEffectResource: name: '[System 2]Quad Output' source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -435,11 +443,11 @@ VisualEffectResource: 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + VFX_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t + \ float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer @@ -454,38 +462,40 @@ VisualEffectResource: USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + */\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 AttributeFromCurve_45ABB90F(inout + float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float + value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid + ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float + alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply + */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, + age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t + \ \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; @@ -517,25 +527,25 @@ VisualEffectResource: scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, + \ /*inout */color, /*inout */alpha, gradient_c);\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 = (vOffsets * kUVScale) + 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 = 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 + & 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\t\t - float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t + \ float3 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 @@ -554,13 +564,19 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 3]Initialize' @@ -572,8 +588,8 @@ VisualEffectResource: \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint + spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n + \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if @@ -582,67 +598,67 @@ VisualEffectResource: inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout + Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ + */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(3.08,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index + * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint + currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId + = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n + \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped + on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n + \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex + = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int + sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly + (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for + (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount + += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n + \ if (id < currentSumSpawnCount)\n {\n break;\n + \ }\n }\n */\n \n\n#endif\n float3 velocity + = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n + \ float3 position = float3(0,0,0);\n bool alive = (bool)true;\n + \ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n + \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed + = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_E6295C0( + /*inout */velocity, /*inout */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n + \ }\n {\n SetAttribute_F01429A3( /*inout */lifetime, + \ /*inout */seed, (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( + /*inout */position, float3(3.08,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n + \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n + \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" + * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n uint + index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << + 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x80) << + 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0xA0) << + 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x120) << + 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n + \ \n\n#endif\n }\n}\n" - compute: 1 name: '[System 3]Update' source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n + \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n + \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity @@ -654,19 +670,19 @@ VisualEffectResource: /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] + * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition + * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) + deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, + \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] @@ -675,7 +691,7 @@ VisualEffectResource: name: '[System 3]Quad Output' source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend + \"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_LIFETIME_CURRENT @@ -687,11 +703,11 @@ VisualEffectResource: 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + VFX_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t + \ float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer @@ -706,38 +722,40 @@ VisualEffectResource: USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 + : 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_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\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 + 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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS + */\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 AttributeFromCurve_45ABB90F(inout + float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite + AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha + channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float + value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid + ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float + alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply + */\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient, + age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t + \ \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS + vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if + VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint + index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint + index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; @@ -769,25 +787,25 @@ VisualEffectResource: scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif + /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, + \ /*inout */color, /*inout */alpha, gradient_c);\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 = (vOffsets * kUVScale) + 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 = 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 + & 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\t\t - float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS + elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t + \ float3 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 @@ -806,28 +824,34 @@ VisualEffectResource: 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#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 + = 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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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 + o = (ps_output)0;\n\t\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 + color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define + VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if + VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, + VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\n\t\t\t\to.color + = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - compute: 1 name: '[System 1]CameraSort' source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer + 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\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n + \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n + \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold + -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 @@ -837,17 +861,17 @@ VisualEffectResource: - compute: 1 name: '[System 2]CameraSort' source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer + 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\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n + \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n + \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold + -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 @@ -857,17 +881,17 @@ VisualEffectResource: - compute: 1 name: '[System 3]CameraSort' source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer + 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\nCBUFFER_START(parameters)\n + \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n + \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n + \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif + CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId + \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold + -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * + NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx index 67deb86d6a5..b0d5d1f762e 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx @@ -48,7 +48,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: - {fileID: 8926484042661614526, guid: 3ec2dd25390a58343940f2d873e31c14, type: 3} @@ -63,1007 +63,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: VFXSubgraph m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-2.62,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(3.08,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 3]Quad Output' - source: "Shader \"Hidden/VFX/System 3/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 2]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" - - compute: 1 - name: '[System 3]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 7 - data[0]: 0 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 56 - valueIndex: 8 - data[0]: 1 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - 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capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - 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- capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: - stopSystems: - - name: OnStop - playSystems: - stopSystems: 02000000 - - name: Ouaf - playSystems: 02000000 - stopSystems: - - name: Miaou - playSystems: 01000000 - stopSystems: - - name: Meuh - playSystems: 00000000 - stopSystems: + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1644,364 +109,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - 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index: 9 - values: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 5 - - nameId: deadListCount - index: 6 - - nameId: sourceAttributeBuffer - index: 4 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 5 - - nameId: indirectBuffer - index: 7 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 17 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 7 - - nameId: outputBuffer - index: 8 - - nameId: deadListCount - index: 6 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 25 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 9 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 7 - - nameId: deadListCount - index: 6 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 16 - - nameId: gradient_c - index: 15 - - nameId: mainTexture - index: 13 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 - - type: 1 - flags: 3 - capacity: 32 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: sourceAttributeBuffer - index: 11 - - nameId: deadList - index: 12 - - nameId: deadListCount - index: 13 - - nameId: spawner_input - index: 2 - - nameId: indirectBuffer - index: 14 - - nameId: sortBufferA - index: 15 - - nameId: sortBufferB - index: 16 - values: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListIn - index: 12 - - nameId: deadListCount - index: 13 - - nameId: sourceAttributeBuffer - index: 11 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: deadListOut - index: 12 - - nameId: indirectBuffer - index: 14 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 17 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 4 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: inputBuffer - index: 14 - - nameId: outputBuffer - index: 15 - - nameId: deadListCount - index: 13 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 25 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 10 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 1 - - nameId: indirectBuffer - index: 14 - - nameId: deadListCount - index: 13 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 12 - - nameId: gradient_c - index: 11 - - nameId: mainTexture - index: 10 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 5 - - type: 1 - flags: 3 - capacity: 32 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: sourceAttributeBuffer - index: 18 - - nameId: deadList - index: 19 - - nameId: deadListCount - index: 20 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 21 - - nameId: sortBufferA - index: 22 - - nameId: sortBufferB - index: 23 - values: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListIn - index: 19 - - nameId: deadListCount - index: 20 - - nameId: sourceAttributeBuffer - index: 18 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 23 - - nameId: bounds_size - index: 22 - processor: {fileID: 0} - shaderSourceIndex: 6 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: deadListOut - index: 19 - - nameId: indirectBuffer - index: 21 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 17 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 7 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: inputBuffer - index: 21 - - nameId: outputBuffer - index: 22 - - nameId: deadListCount - index: 20 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 25 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 11 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 2 - - nameId: indirectBuffer - index: 21 - - nameId: deadListCount - index: 20 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 8 - - nameId: gradient_c - index: 7 - - nameId: mainTexture - index: 14 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 8 + m_Systems: [] --- !u!114 &8926484042661614532 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx index 71dc3e26143..e6a35f591a3 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx @@ -8,398 +8,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: VFXSubgraph_Cat m_Graph: {fileID: 2} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(-2.62,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 6 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 56 - valueIndex: 21 - data[0]: 0 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 57 - valueIndex: 25 - data[0]: 1 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 2 - m_Value: 10 - - m_ExpressionIndex: 7 - m_Value: 1 - - m_ExpressionIndex: 8 - m_Value: 3 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 3 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 4 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 5 - m_Value: {x: -0.333, y: 0.2, z: -0.333} - - m_ExpressionIndex: 6 - m_Value: {x: 0.333, y: 1, z: 0.333} - - m_ExpressionIndex: 9 - m_Value: {x: -2.62, y: 0, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -409,212 +31,18 @@ VisualEffectResource: m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 0 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0.08673096 - inSlope: 0.40286255 - outSlope: 0.40286255 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 0.4895935 - inSlope: 0.40286255 - outSlope: 0.40286255 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 + m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 1 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 1, b: 1, a: 0} - key1: {r: 1, g: 1, b: 1, a: 1} - key2: {r: 0, g: 0, b: 0, a: 0.9577465} - key3: {r: 0, g: 0, b: 0, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 65535 - ctime2: 0 - ctime3: 0 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 5975 - atime2: 50886 - atime3: 65535 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 2 - m_NumAlphaKeys: 4 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 13 - m_Value: {fileID: 2800000, guid: 15a2d93ec77181c4aa4189b842446077, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 32 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 32 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 32 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 32 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 - - name: Miaou - playSystems: 00000000 - stopSystems: + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -626,126 +54,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 2 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 32 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 3 - - nameId: bounds_size - index: 4 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 3 - - nameId: bounds_size - index: 4 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 10 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 14 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 11 - - nameId: gradient_c - index: 12 - - nameId: mainTexture - index: 13 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &2 MonoBehaviour: m_ObjectHideFlags: 1 @@ -770,7 +79,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 3} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] m_CategoryPath: @@ -958,8 +267,8 @@ MonoBehaviour: m_Property: name: bounds m_serializedType: - m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, - Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null attributes: [] m_Direction: 0 m_LinkedSlots: [] @@ -1287,8 +596,8 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 19} - - {fileID: 23} + - {fileID: 46} + - {fileID: 51} m_OutputSlots: [] m_Disabled: 0 attribute: velocity @@ -1296,7 +605,7 @@ MonoBehaviour: Source: 0 Random: 1 channels: 6 ---- !u!114 &19 +--- !u!114 &27 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -1305,35 +614,25 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Script: {fileID: 11500000, guid: a971fa2e110a0ac42ac1d8dae408704b, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 20} - - {fileID: 21} - - {fileID: 22} + m_Parent: {fileID: 7} + m_Children: [] m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 + m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 19} - m_MasterData: - m_Owner: {fileID: 18} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - 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slotIndex: 0 - eventName: Miaou + m_MasterSlot: {fileID: 56} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx index 5f1e7a82205..853d6d180ff 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx @@ -8,398 +8,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: VFXSubgraph_Cow m_Graph: {fileID: 2} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n {\n SetAttribute_CAC29747( - /*inout */position, float3(3.08,0,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 6 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 9 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 17 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 6 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 56 - valueIndex: 21 - data[0]: 0 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 57 - valueIndex: 25 - data[0]: 1 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 27 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 2 - m_Value: 10 - - m_ExpressionIndex: 7 - m_Value: 1 - - m_ExpressionIndex: 8 - m_Value: 3 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 3 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 4 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 5 - m_Value: {x: -0.333, y: 0.2, z: -0.333} - - m_ExpressionIndex: 6 - m_Value: {x: 0.333, y: 1, z: 0.333} - - m_ExpressionIndex: 9 - m_Value: {x: 3.08, y: 0, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -409,212 +31,18 @@ VisualEffectResource: m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 0 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0.08673096 - inSlope: 0.40286255 - outSlope: 0.40286255 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 0.4895935 - inSlope: 0.40286255 - outSlope: 0.40286255 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 + m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 1 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 1, b: 1, a: 0} - key1: {r: 1, g: 1, b: 1, a: 1} - key2: {r: 0, g: 0, b: 0, a: 0.9577465} - key3: {r: 0, g: 0, b: 0, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 65535 - ctime2: 0 - ctime3: 0 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 5975 - atime2: 50886 - atime3: 65535 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 2 - m_NumAlphaKeys: 4 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 13 - m_Value: {fileID: 2800000, guid: a32070e55ecc4a34893532e981f65b58, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 32 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 32 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 32 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 32 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 - - name: Meuh - playSystems: 00000000 - stopSystems: + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -626,126 +54,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 2 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 32 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 3 - - nameId: bounds_size - index: 4 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 3 - - nameId: bounds_size - index: 4 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 10 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 14 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: Size_b - index: 11 - - nameId: gradient_c - index: 12 - - nameId: mainTexture - index: 13 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &2 MonoBehaviour: m_ObjectHideFlags: 1 @@ -770,7 +79,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 3} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 m_SubgraphDependencies: [] m_CategoryPath: @@ -958,8 +267,8 @@ MonoBehaviour: m_Property: name: bounds m_serializedType: - m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, - Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null attributes: [] m_Direction: 0 m_LinkedSlots: [] @@ -1287,8 +596,8 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 19} - - {fileID: 23} + - {fileID: 46} + - {fileID: 51} m_OutputSlots: [] m_Disabled: 0 attribute: velocity @@ -1296,7 +605,7 @@ MonoBehaviour: Source: 0 Random: 1 channels: 6 ---- !u!114 &19 +--- !u!114 &27 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -1305,35 +614,25 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Script: {fileID: 11500000, guid: a971fa2e110a0ac42ac1d8dae408704b, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} - 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eventName: Meuh + m_MasterSlot: {fileID: 56} + m_MasterData: + m_Owner: {fileID: 0} + m_Value: + m_Type: + m_SerializableType: + m_SerializableObject: + m_Space: 2147483647 + m_Property: + name: z + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: [] + m_Direction: 0 + m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx index eee86d7efaf..4c3cbd84829 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx +++ b/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx @@ -8,379 +8,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: VFXSubgraph_DogNoSpawn m_Graph: {fileID: 2} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E6295C0(inout float3 velocity, - inout uint seed, float3 Min, float3 Max) /*attribute:velocity Composition:Overwrite - Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity = lerp(Min,Max,RAND3);\n}\nvoid - SetAttribute_F01429A3(inout float lifetime, inout uint seed, float Min, float - Max) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform - channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n - uint currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n - maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - int sourceIndex = eventList[id];\n#endif\n uint particleIndex = id + - currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int sourceIndex - = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, - useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<0; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - if (id < currentSumSpawnCount)\n {\n break;\n - }\n }\n */\n \n\n#endif\n float3 velocity = float3(0,0,0);\n - uint seed = (uint)0;\n float lifetime = (float)0;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \n {\n SetAttribute_E6295C0( /*inout */velocity, /*inout - */seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n - {\n SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, - (float)1, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n \n\n }\n#else\n - uint index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + - 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + - 0x80) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 - + 0xA0) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 - + 0x120) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x121) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x120) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x121) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xA0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x121) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x120) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x80) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xA0) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0x120) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 - + 0x121) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xA0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x120) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x121) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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_LIFETIME_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_CURRENT 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\tCBUFFER_START(parameters)\n\t\t - float4 Size_b;\n\t\t float gradient_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define - VFX_VARYING_FRAMEBLEND builtInInterpolants.z\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\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 - AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4 - Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife - Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = - SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x120) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\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 * 0x2 + 0x120) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x121) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\tColorOverLife_733E3(age, lifetime, - /*inout */color, /*inout */alpha, gradient_c);\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 = (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 = 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\t\t - float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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#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\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color - *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x - * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xA0) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 8 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 14 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 16 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 56 - valueIndex: 17 - data[0]: 0 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 57 - valueIndex: 21 - data[0]: 1 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 22 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 23 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 6 - m_Value: 1 - - m_ExpressionIndex: 7 - m_Value: 3 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 2 - m_Value: {x: 0, y: 1, z: 0} - - m_ExpressionIndex: 3 - m_Value: {x: 2, y: 3, z: 2} - - m_ExpressionIndex: 4 - m_Value: {x: -0.333, y: 0.2, z: -0.333} - - m_ExpressionIndex: 5 - m_Value: {x: 0.333, y: 1, z: 0.333} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -390,187 +31,18 @@ VisualEffectResource: m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 0 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0.08673096 - inSlope: 0.40286255 - outSlope: 0.40286255 - tangentMode: 34 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - 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m_Buffers: - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 1 - size: 352 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 128 - structure: 1 - element: 0 - - name: position - type: 3 - offset: - bucket: 160 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 288 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 288 - structure: 2 - element: 1 - capacity: 32 - stride: 4 - - type: 4 - size: 32 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 @@ -646,1711 +648,41 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: Timeline m_Graph: {fileID: 114350483966674976} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_TARGETPOSITION_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_SOURCE - 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Velocity_b;\n uint PADDING_0;\n float3 Position_c;\n uint - PADDING_1;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_E629755(inout float3 velocity, - float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_CAC29747(inout - float3 position, float3 Position) /*attribute:position Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid - SetAttribute_AA7D7CD(inout float3 velocity, inout uint seed, float3 Min, float3 - Max) /*attribute:velocity Composition:Add Source:Slot Random:PerComponent channels:XYZ - */\n{\n velocity += lerp(Min,Max,RAND3);\n}\nvoid SetAttribute_F0142B34(inout - float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime - Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ */\n{\n lifetime - = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x4 + 0x3) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 color - = float3(1,1,1);\n float3 velocity = float3(0,0,0);\n float3 position - = float3(0,0,0);\n uint seed = (uint)0;\n float lifetime = (float)1;\n - \ float3 targetPosition = float3(0,0,0);\n bool alive = (bool)true;\n - \ float age = (float)0;\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_z = color_source;\n - \ SetAttribute_FDCE071E( /*inout */color, tmp_z);\n }\n SetAttribute_E629755( - /*inout */velocity, Velocity_b);\n SetAttribute_CAC29747( /*inout */position, - Position_c);\n {\n SetAttribute_AA7D7CD( /*inout */velocity, - \ /*inout */seed, float3(-0.05,-0.05,-0.05), float3(0.05,0.05,0.05));\n }\n - \ {\n SetAttribute_F0142B34( /*inout */lifetime, /*inout */seed, - (float)2, (float)3);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if - (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x3000) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x3400) << 2,asuint(targetPosition));\n attributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x4 + 0x1003) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(color));\n attributeBuffer.Store3((index * 0x4 + 0x1000) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x2000) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x3000) - << 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x3400) - << 2,asuint(targetPosition));\n attributeBuffer.Store((index * 0x4 + - 0x2003) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4 + 0x1003) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 uniform_c;\n float deltaTime_c;\nCBUFFER_END\nAppendStructuredBuffer - eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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 KillSphere_0(float3 position, inout bool alive, float3 - Sphere_center, float Sphere_radius, float colliderSign) /*mode:Solid */\n{\n - \ \n float3 dir = position - Sphere_center;\n float sqrLength = dot(dir, - dir);\n if (colliderSign * sqrLength <= colliderSign * Sphere_radius * Sphere_radius)\n - \ alive = false;\n}\nvoid CollisionSphere_0(inout float3 position, inout - float3 velocity, inout float age, float lifetime, float3 Sphere_center, float - Sphere_radius, float Elasticity, float Friction, float LifetimeLoss, float deltaTime, - float colliderSign, float radius) /*mode:Solid radiusMode:None roughSurface:False - */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 - dir = nextPos - Sphere_center;\n float sqrLength = dot(dir, dir);\n float - totalRadius = Sphere_radius + colliderSign * radius;\n if (colliderSign * - sqrLength <= colliderSign * totalRadius * totalRadius)\n {\n float - dist = sqrt(sqrLength);\n float3 n = colliderSign * dir / dist;\n position - -= n * (dist - totalRadius) * colliderSign;\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_AA7D638(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Add Source:Slot - Random:Off channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid GPUEventAlways(inout - uint eventCount, uint count)\n{\n eventCount = count;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3000) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3400) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x4 + 0x1003) << 2));\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount - = (uint)0;\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tSetAttribute_2CF4000A( - /*inout */targetPosition, position);\n\t\t\t{\n\t\t\t KillSphere_0(position, - \ /*inout */alive, float3(0,0,0), (float)0.1, (float)1);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age, - lifetime, float3(0,0,0), (float)0.125, (float)0.5, (float)0, (float)0, deltaTime_c, - (float)1, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_ba = float3(-1,-1,-1) - * position;\n\t\t\t float3 tmp_bc = tmp_ba * tmp_ba;\n\t\t\t float tmp_bd - = tmp_bc[2];\n\t\t\t float tmp_be = tmp_bc[1];\n\t\t\t float tmp_bf = - tmp_bd + tmp_be;\n\t\t\t float tmp_bg = tmp_bc[0];\n\t\t\t float tmp_bh - = tmp_bf + tmp_bg;\n\t\t\t float tmp_bj = pow(tmp_bh, (float)0.5);\n\t\t\t - \ float tmp_bk = (float)1 / tmp_bj;\n\t\t\t float3 tmp_bl = float3(tmp_bk, - tmp_bk, tmp_bk);\n\t\t\t float3 tmp_bm = tmp_ba * tmp_bl;\n\t\t\t float3 - tmp_bn = position * position;\n\t\t\t float tmp_bo = tmp_bn[2];\n\t\t\t float - tmp_bp = tmp_bn[1];\n\t\t\t float tmp_bq = tmp_bo + tmp_bp;\n\t\t\t float - tmp_br = tmp_bn[0];\n\t\t\t float tmp_bs = tmp_bq + tmp_br;\n\t\t\t float - tmp_bt = (float)1 / tmp_bs;\n\t\t\t float3 tmp_bu = float3(tmp_bt, tmp_bt, - tmp_bt);\n\t\t\t float3 tmp_bv = tmp_bm * tmp_bu;\n\t\t\t float3 tmp_bw - = tmp_bv * uniform_c;\n\t\t\t float3 tmp_by = tmp_bw * float3(0.1,0.1,0.1);\n\t\t\t - \ SetAttribute_AA7D638( /*inout */velocity, tmp_by);\n\t\t\t}\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\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x1000) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x2000) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x3400) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x1003) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n - \ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x2003) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a; - ++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1000) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x2000) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x3000) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3400) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x2003) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 - + 0x1003) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tSetAttribute_2CF4000A( /*inout */targetPosition, - position);\n\t\t{\n\t\t KillSphere_0(position, /*inout */alive, float3(0,0,0), - (float)0.1, (float)1);\n\t\t}\n\t\t{\n\t\t CollisionSphere_0( /*inout */position, - \ /*inout */velocity, /*inout */age, lifetime, float3(0,0,0), (float)0.125, - (float)0.5, (float)0, (float)0, deltaTime_c, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t - \ float3 tmp_ba = float3(-1,-1,-1) * position;\n\t\t float3 tmp_bc = tmp_ba - * tmp_ba;\n\t\t float tmp_bd = tmp_bc[2];\n\t\t float tmp_be = tmp_bc[1];\n\t\t - \ float tmp_bf = tmp_bd + tmp_be;\n\t\t float tmp_bg = tmp_bc[0];\n\t\t - \ float tmp_bh = tmp_bf + tmp_bg;\n\t\t float tmp_bj = pow(tmp_bh, (float)0.5);\n\t\t - \ float tmp_bk = (float)1 / tmp_bj;\n\t\t float3 tmp_bl = float3(tmp_bk, - tmp_bk, tmp_bk);\n\t\t float3 tmp_bm = tmp_ba * tmp_bl;\n\t\t float3 tmp_bn - = position * position;\n\t\t float tmp_bo = tmp_bn[2];\n\t\t float tmp_bp - = tmp_bn[1];\n\t\t float tmp_bq = tmp_bo + tmp_bp;\n\t\t float tmp_br - = tmp_bn[0];\n\t\t float tmp_bs = tmp_bq + tmp_br;\n\t\t float tmp_bt - = (float)1 / tmp_bs;\n\t\t float3 tmp_bu = float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t - \ float3 tmp_bv = tmp_bm * tmp_bu;\n\t\t float3 tmp_bw = tmp_bv * uniform_c;\n\t\t - \ float3 tmp_by = tmp_bw * float3(0.1,0.1,0.1);\n\t\t SetAttribute_AA7D638( - /*inout */velocity, tmp_by);\n\t\t}\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\tEulerIntegration( - /*inout */position, velocity, deltaTime_c);\n\t\tAge( /*inout */age, deltaTime_c);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x1000) << 2,asuint(velocity));\n\t\tattributeBuffer.Store3((index * 0x4 + - 0x2000) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x3400) - << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index * 0x4 + 0x2003) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1003) << 2,asuint(age));\n\t\tfor - (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_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_ALIVE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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 SetAttribute_3278B229(inout float - size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_2CF4000A(inout - float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition = - TargetPosition;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3400) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x2003) << 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 - size = (float)0.1;\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 - 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 * 0x4 + 0x2003) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2000) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x3400) << 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 - size = (float)0.1;\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 - 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 SetAttribute_3278B229( - /*inout */size, (float)0.05);\n\t\t\t\t}\n\t\t\t\tSetAttribute_2CF4000A( /*inout - */targetPosition, targetPosition);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Initialize' - source: "#pragma kernel CSMain\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_COLOR_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT - 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_TARGETPOSITION_SOURCE - 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 1\n#define - VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_FDCE071E(inout float3 color, float3 Value) /*attribute:color Composition:Overwrite - Source:Source Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n - \ float3 position = float3(0,0,0);\n float3 targetPosition = float3(0,0,0);\n - \ float3 color = float3(1,1,1);\n float lifetime = (float)1;\n - \ bool alive = (bool)true;\n float age = (float)0;\n float3 - position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x4 + 0x2000) - << 2));\n float3 targetPosition_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x3400) << 2));\n float3 color_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex - * 0x4 + 0x0) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId - = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex - ^ systemSeed);\n#endif\n \n {\n float3 tmp_h = position_source;\n - \ SetAttribute_CAC02F9E( /*inout */position, tmp_h);\n }\n - \ {\n float3 tmp_h = targetPosition_source;\n SetAttribute_2CF667B3( - /*inout */targetPosition, tmp_h);\n }\n {\n float3 - tmp_h = color_source;\n SetAttribute_FDCE071E( /*inout */color, tmp_h);\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index - * 0xC + 0x4) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index - * 0xC + 0x8) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x1 + 0xC0000) << 2,asuint(lifetime));\n attributeBuffer.Store((index - * 0x2 + 0xD0000) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x2 + 0xD0001) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0xC + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x4) << - 2,asuint(targetPosition));\n attributeBuffer.Store3((index * 0xC + 0x8) - << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 + 0xC0000) - << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x2 + 0xD0000) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0xD0001) << - 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 0 - name: '[System 3]Line Output' - source: "Shader \"Hidden/VFX/System 3/Line Output\"\n{\n\tSubShader\n\t{\t\n\t\tTags - { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_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_AGE_CURRENT 1\n\t\t#define - VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define - VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_b;\n\t\tCBUFFER_END\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\n\t\t\t\tnoperspective - float pixelOffset : TEXCOORD0; // for AA\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation - float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\tnointerpolation - float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 - posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 - color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define - VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define - VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE - builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#if - IS_TRANSPARENT_PARTICLE\n\t\t#define VFX_VARYING_PIXELOFFSET pixelOffset\n\t\t#endif\n\t\t#if - VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\n\t\t\t#if - !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error - VFX_VARYING_PS_INPUTS and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\t\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, - uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x2 - + 0xD0000) << 2));\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xD0001) << 2));\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\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 * 0x2 + 0xD0000) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - targetPosition = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xC0000) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xD0001) << 2));\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\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\t{\n\t\t\t\t - \ float tmp_i = age / lifetime;\n\t\t\t\t float tmp_j = SampleCurve(uniform_b,tmp_i);\n\t\t\t\t - \ float3 tmp_k = float3(tmp_j, tmp_j, tmp_j);\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, tmp_k);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( - /*inout */color, float3(0.5,0.5,0.5));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\n\t\t\t\t#if TARGET_FROM_ATTRIBUTES\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\n\t\t\t\tposition - = mul(elementToVFX,float4(0,0,0,1)).xyz;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttargetPosition - = mul(elementToVFX,float4(targetOffset,1)).xyz;\n\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\tfloat4 - pos0 = TransformPositionVFXToClip(position);\n\t\t\t\tfloat4 pos1 = TransformPositionVFXToClip(targetPosition);\n\t\t\t\t\n\t\t\t\t// - Clip on near plane\n\t\t\t\tpos0.w = max(1.0f, pos0.w);\n\t\t\t\tpos1.w = max(1.0f, - pos1.w);\n\t\t\t\t\n\t\t\t\tfloat2 ndcPos0 = pos0.xy / pos0.w;\n\t\t\t\tfloat2 - ndcPos1 = pos1.xy / pos1.w;\n\t\t\t\t\n\t\t\t\tfloat2 dir = ndcPos0 - ndcPos1;\n\t\t\t\tfloat2 - normal = normalize(dir.yx * float2(-1,-UNITY_MATRIX_P[1][1] / UNITY_MATRIX_P[0][0]));\n\t\t\t\t\n\t\t\t#if - IS_OPAQUE_PARTICLE\n\t\t\t\tconst float thicknessMul = 1.0f; // pixel perfect\n\t\t\t#else\n\t\t\t\tconst - float thicknessMul = 2.0f; // for AA\n\t\t\t#endif\n\t\t\t\tnormal *= thicknessMul - / _ScreenParams.xy;\n\t\t\t\t\n\t\t\t\tfloat4 dPos0 = float4(normal * pos0.w, - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * pos1.w, 0.0f, 0.0f);\n\t\t\t\tfloat4 - vPosArray[4] = { pos0 + dPos0, pos0 - dPos0, pos1 + dPos1, pos1 - dPos1};\n\t\t\t\t\n\t\t\t\t#ifdef - VFX_VARYING_PIXELOFFSET\n\t\t\t\to.VFX_VARYING_PIXELOFFSET = (id & 1) ? -1.0f - : 1.0f;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// If ever used we need the position - in vfx space (we dont take into account the pixel offset)\n\t\t\t\tfloat3 vPos - = ((id >> 1) & 1) ? position : targetPosition;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = vPosArray[id & 3];;\n\t\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\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\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\t\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\t\t\n\t\t\t\t// - Line AA\n\t\t\t\t#if IS_TRANSPARENT_PARTICLE\t\n\t\t\t\to.color.a *= 1.0f - - abs(i.pixelOffset);\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 3]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_WORLD_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0xD0000) << 2));\n\t\t\n\n\t\tif - (alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * - 0x1 + 0xC0000) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0xD0001) << 2));\n\t\t\tfloat3 position_source = float3(0,0,0);\n\t\t\tfloat3 - targetPosition_source = float3(0,0,0);\n\t\t\tfloat3 color_source = float3(1,1,1);\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tAge( - /*inout */age, deltaTime_a);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif - (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index * 0x2 + 0xD0001) << 2,asuint(age));\n\t\t\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0xD0000) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - 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* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 velocity = float3(0,0,0);\n float size = - (float)0.1;\n float age = (float)0;\n float3 position = float3(0,0,0);\n - \ bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F0142CB9( - /*inout */lifetime, (float)2.5);\n }\n {\n SetAttribute_E629755( - /*inout */velocity, float3(0,0.2,0));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n - \ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n - \ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x1 + 0x20) << 2,asuint(size));\n attributeBuffer.Store((index - * 0x1 + 0x28) << 2,asuint(age));\n attributeBuffer.Store3((index - * 0x4 + 0x30) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x50) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x4 + 0x3) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x20) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x1 + 0x28) << 2,asuint(age));\n - \ attributeBuffer.Store3((index * 0x4 + 0x30) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0x50) << 2,uint(alive));\n \n\n#endif\n - \ }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\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_POSITION_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\nCBUFFER_START(parameters)\n - \ float4 uniform_b;\n float deltaTime_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n{\n size = Size;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 - groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x50) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x20) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x1 + 0x28) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t - \ float tmp_w = age / lifetime;\n\t\t\t float tmp_x = SampleCurve(uniform_b,tmp_w);\n\t\t\t - \ SetAttribute_3278B229( /*inout */size, tmp_x);\n\t\t\t}\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x20) << 2,asuint(size));\n\t\t\t\tattributeBuffer.Store((index * 0x1 - + 0x28) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x30) - << 2,asuint(position));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x50) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat size = asfloat(attributeBuffer.Load((index * - 0x1 + 0x20) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x28) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x30) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0x50) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_w = age / lifetime;\n\t\t - \ float tmp_x = SampleCurve(uniform_b,tmp_w);\n\t\t SetAttribute_3278B229( - /*inout */size, tmp_x);\n\t\t}\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\n\t\tattributeBuffer.Store((index * 0x1 + 0x20) - << 2,asuint(size));\n\t\tattributeBuffer.Store((index * 0x1 + 0x28) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index - * 0x4 + 0x30) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 - + 0x50) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x50) << 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\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 + 0x50) << 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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x50) << 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\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 + 0x50) << 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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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 - \ float tmp_v = position[0];\n\t\t\t\t float tmp_x = tmp_v + (float)0.15;\n\t\t\t\t - \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = position[2];\n\t\t\t\t - \ float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_ba);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x50) << 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\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 + 0x50) << 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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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 - \ SetAttribute_FDD06EC7( /*inout */color, float3(1,0,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float tmp_v = position[0];\n\t\t\t\t float tmp_x = tmp_v - (float)0.15;\n\t\t\t\t - \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = position[2];\n\t\t\t\t - \ float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_ba);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Mesh Output' - source: "Shader \"Hidden/VFX/System 1/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" - \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend - SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SIZE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT - 1\n\t\t#define VFX_USE_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\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 - 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\n\t\t\n\t\t// - Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" - }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct - ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 - uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position - Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t - \ position = Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout float - size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x50) << 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\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 + 0x50) << 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 * 0x1 + 0x20) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x30) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (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\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 - \ float tmp_v = position[0];\n\t\t\t\t float tmp_x = tmp_v + (float)0.3;\n\t\t\t\t - \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = position[2];\n\t\t\t\t - \ float3 tmp_ba = float3(tmp_x, tmp_y, tmp_z);\n\t\t\t\t SetAttribute_CAC29747( - /*inout */position, tmp_ba);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3453( - /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - 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cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 2 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 13 - - op: 56 - valueIndex: 3 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 15 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 1 - valueIndex: 16 - 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fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_E629755(inout float3 velocity, - float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n float3 color = float3(1,1,1);\n float lifetime - = (float)1;\n float3 position = float3(0,0,0);\n bool alive = - (bool)true;\n float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n - \ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed - = WangHash(particleIndex ^ systemSeed);\n#endif\n \n SetAttribute_E629755( - /*inout */velocity, Velocity_a);\n SetAttribute_FDD06EC7( /*inout */color, - Color_b);\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)5);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x200) << 2,asuint(color));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x400) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x4 + 0x403) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x200) << - 2,asuint(color));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x400) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x4 + 0x403) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x403) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x400) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x403) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x400) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x403) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 - + 0x600) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x400) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x403) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x600) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT - 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define - VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT - 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT - 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define - IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x403) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 - axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat - angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat - angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x4 + 0x403) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 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 - size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat - scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_3278B229( /*inout */size, (float)0.015);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 2]Initialize' - source: "#pragma kernel CSMain\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_SIZE_CURRENT 1\n#define - VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT - 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float3 Position_a;\n uint PADDING_0;\n float3 Color_e;\n uint PADDING_1;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position, - float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n{\n size = Size;\n}\nvoid SetAttribute_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_FDD06EC7(inout - float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n color = Color;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 position - = float3(0,0,0);\n float3 velocity = float3(0,0,0);\n float size - = (float)0.1;\n float lifetime = (float)1;\n float3 color = float3(1,1,1);\n - \ bool alive = (bool)true;\n float age = (float)0;\n \n\n#if - VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n SetAttribute_CAC29747( /*inout */position, Position_a);\n - \ {\n SetAttribute_E629755( /*inout */velocity, float3(-0.02,0,0));\n - \ }\n {\n SetAttribute_3278B229( /*inout */size, (float)0.005);\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)5);\n }\n SetAttribute_FDD06EC7( /*inout */color, Color_e);\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n - \ attributeBuffer.Store3((index * 0x4 + 0x200) << 2,asuint(velocity));\n - \ attributeBuffer.Store((index * 0x4 + 0x403) << 2,asuint(size));\n - \ attributeBuffer.Store((index * 0x4 + 0x203) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x400) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x200) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x403) << - 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x203) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x400) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 2]Update' - source: "#pragma kernel CSMain\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_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 position = - asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x4 + 0x203) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0x600) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x600) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x4 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x200) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x203) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + - 0x600) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x4 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x600) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 2]Mesh Output' - source: "Shader \"Hidden/VFX/System 2/Mesh Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"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 Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_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\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 - 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\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\t\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags - { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma - target 4.5\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos - : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : - TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if - VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if - USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\t\n\t\t\t\n\t\t\tstruct - vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\tfloat3 - normal : NORMAL;\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent - : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS - vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index - = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint - deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = - deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // - cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 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\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\tif - (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 - size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x - *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y - *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z - *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX - = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 - vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS - = TransformPositionVFXToClip(vPos);\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, - i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL - = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT - = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR - = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) - \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\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\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if - USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, - invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy - = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw - = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if - USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE - = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn - o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma - fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output - o = (ps_output)0;\n\t\t\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 2]Quad Output' - source: "Shader \"Hidden/VFX/System 2/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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 One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if - !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE - 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_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_ADD 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_39EE3453(inout float size, float Size) /*attribute:size Composition:Multiply - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid - SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x4 - + 0x3) << 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\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 * 0x4 + 0x3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x403) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 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\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 - \ SetAttribute_39EE3453( /*inout */size, (float)2);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ SetAttribute_545F0ED( /*inout */color, float3(0.1254902,0.1254902,0.1254902));\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 5 - - op: 67 - valueIndex: 1 - data[0]: 0 - data[1]: -1 - 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data[1]: 14 - data[2]: 18 - data[3]: -1 - - op: 1 - valueIndex: 62 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 + m_Expressions: [] m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 7 - m_Value: 50 - - m_ExpressionIndex: 10 - m_Value: 0 - - m_ExpressionIndex: 11 - m_Value: 3000 - - m_ExpressionIndex: 17 - m_Value: 0.018 - - m_ExpressionIndex: 18 - m_Value: 0 - - m_ExpressionIndex: 19 - m_Value: 0.09 - - m_ExpressionIndex: 21 - m_Value: 0.005 - - m_ExpressionIndex: 25 - m_Value: 0.015 - - m_ExpressionIndex: 27 - m_Value: 2 - - m_ExpressionIndex: 29 - m_Value: 5 - - m_ExpressionIndex: 33 - m_Value: 8 - - m_ExpressionIndex: 36 - m_Value: 15 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 23 - m_Value: {x: -0.02, y: 0, z: 0} - - m_ExpressionIndex: 24 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 32 - m_Value: {x: 1, y: 1, z: 1} - - m_ExpressionIndex: 37 - 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\ float3 Color_c;\n float Alpha_d;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\n\nvoid SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_E629755(inout - float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_CEEAF35C(inout - float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n alpha = Alpha;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float lifetime - = (float)1;\n float3 velocity = float3(0,0,0);\n float3 color - = float3(1,1,1);\n float alpha = (float)1;\n float3 position = - float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)3);\n }\n {\n SetAttribute_E629755( /*inout - */velocity, float3(0,0.6,0));\n }\n SetAttribute_FDD06EC7( /*inout - */color, Color_c);\n SetAttribute_CEEAF35C( /*inout */alpha, Alpha_d);\n - \ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x1C) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x4 + 0x8C) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x8F) << 2,asuint(alpha));\n - \ attributeBuffer.Store3((index * 0x4 + 0xFC) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x2 + 0x16C) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x2 + 0x16D) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index - * 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x1C) << 2,asuint(velocity));\n attributeBuffer.Store3((index - * 0x4 + 0x8C) << 2,asuint(color));\n attributeBuffer.Store((index * 0x4 - + 0x8F) << 2,asuint(alpha));\n attributeBuffer.Store3((index * 0x4 + - 0xFC) << 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + - 0x16C) << 2,uint(alive));\n attributeBuffer.Store((index * 0x2 + 0x16D) - << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x2 + 0x16C) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1C) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xFC) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x2 + 0x16D) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0xFC) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x16D) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x16C) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x1C) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0xFC) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x2 + - 0x16C) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x2 + - 0x16D) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 + 0xFC) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x2 + 0x16C) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x2 + 0x16D) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_LIFETIME_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_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define - VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT - 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT - 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT - 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT - 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define - VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define - VFX_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t - \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid - SetAttribute_CEEAF35C(inout float alpha, float Alpha) /*attribute:alpha Composition:Overwrite - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x8C) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x8F) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xFC) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x2 + 0x16C) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x16D) << 2));\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 * 0x2 + 0x16C) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif - (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x8C) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x8F) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0xFC) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\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 age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x16D) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_w = color[0];\n\t\t\t\t float tmp_x = color[1];\n\t\t\t\t float - tmp_y = color[2];\n\t\t\t\t float4 tmp_ba = float4(tmp_w, tmp_x, tmp_y, (float)1);\n\t\t\t\t - \ float tmp_bb = age / lifetime;\n\t\t\t\t float tmp_bd = max(tmp_bb, (float)0);\n\t\t\t\t - \ float tmp_be = min(tmp_bd, (float)1);\n\t\t\t\t float4 tmp_bf = SampleGradient(uniform_b,tmp_be);\n\t\t\t\t - \ float4 tmp_bg = tmp_ba * tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bg[0];\n\t\t\t\t - \ float tmp_bi = tmp_bg[1];\n\t\t\t\t float tmp_bj = tmp_bg[2];\n\t\t\t\t - \ float3 tmp_bk = float3(tmp_bh, tmp_bi, tmp_bj);\n\t\t\t\t SetAttribute_FDD06EC7( - /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_w = age - / lifetime;\n\t\t\t\t float tmp_y = max(tmp_w, (float)0);\n\t\t\t\t float - tmp_ba = min(tmp_y, (float)1);\n\t\t\t\t float4 tmp_bb = SampleGradient(uniform_b,tmp_ba);\n\t\t\t\t - \ float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bc * alpha;\n\t\t\t\t - \ SetAttribute_CEEAF35C( /*inout */alpha, tmp_bd);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0xFC) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 7 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 27 - valueIndex: 2 - data[0]: 0 - data[1]: 1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 3 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 5 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 23 - valueIndex: 6 - data[0]: 2 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 31 - valueIndex: 7 - data[0]: 6 - data[1]: 3 - data[2]: -1 - data[3]: 1 - - op: 57 - valueIndex: 8 - data[0]: 5 - data[1]: -1 - data[2]: -1 - data[3]: 0 - - op: 30 - valueIndex: 9 - data[0]: 7 - data[1]: 4 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 14 - - op: 50 - valueIndex: 11 - data[0]: 10 - data[1]: 9 - data[2]: -1 - data[3]: -1 - - op: 5 - valueIndex: 15 - data[0]: 11 - data[1]: -1 - data[2]: 1 - data[3]: 4 - - op: 5 - valueIndex: 16 - data[0]: 11 - data[1]: -1 - data[2]: 2 - data[3]: 4 - - op: 5 - valueIndex: 17 - data[0]: 11 - data[1]: -1 - data[2]: 0 - data[3]: 4 - - op: 5 - valueIndex: 18 - data[0]: 11 - data[1]: -1 - data[2]: 3 - data[3]: 4 - - op: 6 - valueIndex: 19 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 20 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 3 - valueIndex: 23 - data[0]: 14 - data[1]: 12 - data[2]: 13 - data[3]: -1 - - op: 1 - valueIndex: 26 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 29 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 30 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 33 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 34 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 1 - m_Value: 3 - - m_ExpressionIndex: 3 - m_Value: 0 - - m_ExpressionIndex: 4 - m_Value: 1 - - m_ExpressionIndex: 20 - m_Value: 8 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 17 - m_Value: {x: -0.0013659596, y: 0.9251943, z: 0} - - m_ExpressionIndex: 19 - m_Value: {x: 0, y: 0.6, z: 0} - - m_ExpressionIndex: 21 - m_Value: {x: 0.17495513, y: 1.9284629, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -2934,240 +2359,16 @@ VisualEffectResource: m_AnimationCurve: m_Array: [] m_Gradient: - m_Array: - - m_ExpressionIndex: 5 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 1, b: 1, a: 1} - key1: {r: 1, g: 1, b: 1, a: 1} - key2: {r: 0, g: 0, b: 0, a: 0} - key3: {r: 0, g: 0, b: 0, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 65535 - ctime2: 0 - ctime3: 0 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 2 - m_NumAlphaKeys: 2 - - m_ExpressionIndex: 10 - m_Value: - serializedVersion: 2 - key0: {r: 1, g: 1, b: 1, a: 1} - key1: {r: 1, g: 1, b: 1, a: 1} - key2: {r: 0, g: 0, b: 0, a: 0} - key3: {r: 0, g: 0, b: 0, a: 0} - key4: {r: 0, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 0 - ctime1: 65535 - ctime2: 0 - ctime3: 0 - ctime4: 0 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 2 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 22 - m_Value: {fileID: 2800000, guid: d01d8874889eebc4ab0cde7f2b3309de, type: 3} + m_Array: [] m_Bool: m_Array: [] - m_ExposedExpressions: - - nameId: gradient - index: 5 - - nameId: initialGradient - index: 10 - m_Buffers: - - type: 1 - size: 420 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 28 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 140 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 140 - structure: 4 - element: 3 - - name: position - type: 3 - offset: - bucket: 252 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 364 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 364 - structure: 2 - element: 1 - capacity: 28 - stride: 4 - - type: 1 - size: 420 - layout: - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 28 - structure: 4 - element: 0 - - name: color - type: 3 - offset: - bucket: 140 - structure: 4 - element: 0 - - name: alpha - type: 1 - offset: - bucket: 140 - structure: 4 - element: 3 - - name: position - type: 3 - offset: - bucket: 252 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 364 - structure: 2 - element: 0 - - name: age - type: 1 - offset: - bucket: 364 - structure: 2 - element: 1 - capacity: 28 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 28 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 28 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 28 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 28 - layout: [] - capacity: 0 - stride: 8 + m_ExposedExpressions: [] + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -3179,128 +2380,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - 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- nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 16 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 805306369 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: inputBuffer - index: 5 - - nameId: outputBuffer - index: 6 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: localToWorld - index: 23 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 3 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: indirectBuffer - index: 5 - - nameId: deadListCount - index: 4 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 8 - - nameId: mainTexture - index: 22 - params: - - nameId: sortPriority - index: 0 - - nameId: indirectDraw - index: 1 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614529 MonoBehaviour: m_ObjectHideFlags: 0 @@ -4429,3 +3509,179 @@ MonoBehaviour: m_Direction: 1 m_LinkedSlots: - 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m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114455597176732742 MonoBehaviour: m_ObjectHideFlags: 1 @@ -3232,622 +3234,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 03_EventAttribute m_Graph: {fileID: 114452993001197416} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_COLOR_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define - VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_POSITION_CURRENT - 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define - VFX_USE_AGE_CURRENT 1\n#define VFX_USE_COLOR_SOURCE 1\n#define VFX_USE_LIFETIME_SOURCE - 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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 SetAttribute_F0142CB9(inout float lifetime, - float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n lifetime = Lifetime;\n}\nvoid SetAttribute_3278B229(inout - float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off - channels:X */\n{\n size = Size;\n}\nvoid VelocityDirection_18D(inout float3 - velocity, inout float3 direction, float3 Direction, float Speed, float DirectionBlend) - /*composition:Add speedMode:Constant */\n{\n float speed = Speed;\n direction - = VFXSafeNormalize(lerp(direction, Direction, DirectionBlend));\n velocity - += direction * speed;\n}\nvoid PositionAABox_18D(inout float3 position, inout - uint seed, float3 Box_center, float3 Box_size) /*positionMode:Volume spawnMode:Randomized - */\n{\n position = Box_size * (RAND3 - 0.5f) + Box_center;\n}\nvoid VelocityRandomize_18D(inout - float3 velocity, inout float3 direction, inout uint seed, float Speed, float - DirectionBlend) /*composition:Add speedMode:Constant */\n{\n float3 randomDirection - = normalize(RAND3 * 2.0f - 1.0f);\n float speed = Speed;\n direction = - VFXSafeNormalize(lerp(direction, randomDirection, DirectionBlend));\n velocity - += direction * speed;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; - sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += - uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0x3) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n \n\n#endif\n float3 color = float3(1,1,1);\n - \ float lifetime = (float)1;\n float size = (float)0.1;\n float3 - velocity = float3(0,0,0);\n float3 direction = float3(0,0,1);\n float3 - position = float3(0,0,0);\n uint seed = (uint)0;\n bool alive - = (bool)true;\n float age = (float)0;\n float3 color_source = - asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x0) << 2));\n float - lifetime_source = asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x8 + 0x4) - << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n float3 tmp_w = color_source;\n SetAttribute_FDD06EC7( - /*inout */color, tmp_w);\n }\n {\n float tmp_w = lifetime_source;\n - \ SetAttribute_F0142CB9( /*inout */lifetime, tmp_w);\n }\n - \ {\n SetAttribute_3278B229( /*inout */size, (float)0.1);\n - \ }\n {\n VelocityDirection_18D( /*inout */velocity, - \ /*inout */direction, float3(0,-1,0), (float)1, (float)1);\n }\n {\n - \ PositionAABox_18D( /*inout */position, /*inout */seed, float3(0,0,0), - float3(1.5,0.05,0.1));\n }\n {\n VelocityRandomize_18D( - /*inout */velocity, /*inout */direction, /*inout */seed, (float)0.1, (float)0.1);\n - \ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint - deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x1 + 0x500) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(size));\n - \ attributeBuffer.Store3((index * 0x4 + 0x640) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x8 + 0xB40) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0xB43) << 2,uint(alive));\n - \ attributeBuffer.Store((index * 0x8 + 0xB44) << 2,asuint(age));\n - \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index - * 0x4 + 0x0) << 2,asuint(color));\n attributeBuffer.Store((index * 0x1 - + 0x500) << 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 - + 0x3) << 2,asuint(size));\n attributeBuffer.Store3((index * 0x4 + 0x640) - << 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x8 + 0xB40) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x8 + 0xB43) - << 2,uint(alive));\n attributeBuffer.Store((index * 0x8 + 0xB44) << 2,asuint(age));\n - \ \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT - 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x8 + 0xB43) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x640) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB40) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0xB44) << 2));\n\t\t\tfloat3 - color_source = float3(1,1,1);\n\t\t\tfloat lifetime_source = lifetime;\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0xB40) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xB44) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0xB43) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x500) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x640) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x8 + 0xB40) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0xB43) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 - + 0xB44) << 2));\n\t\tfloat3 color_source = float3(1,1,1);\n\t\tfloat lifetime_source - = lifetime;\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tEulerIntegration( /*inout */position, velocity, - deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, - \ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0xB40) - << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0xB43) << - 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0xB44) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"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_COLOR_CURRENT - 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT - 1\n\t\t#define VFX_USE_POSITION_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_USE_AGE_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\tCBUFFER_START(parameters)\n\t\t - \ float4 uniform_b;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState - samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR - (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\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 - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB40) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0xB43) << 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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xB44) << 2));\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\tfloat - lifetime_source = lifetime;\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 + 0xB43) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB40) << 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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xB44) << 2));\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\tfloat - lifetime_source = lifetime;\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 - \ float tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t\t\t - \ float tmp_bb = tmp_z * (float)0.1;\n\t\t\t\t SetAttribute_3278B229( /*inout - */size, tmp_bb);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\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\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_3278B229(inout float size, float Size) /*attribute:size Composition:Overwrite - Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t size = Size;\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 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB40) << 2));\n\t\t\t\t\t\tfloat - alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0xB43) << 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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xB44) << 2));\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\tfloat - lifetime_source = lifetime;\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 + 0xB43) << 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 color - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x500) << 2));\n\t\t\t\t\t\tfloat - size = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB40) << 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 age = asfloat(attributeBuffer.Load((index - * 0x8 + 0xB44) << 2));\n\t\t\t\t\t\tfloat3 color_source = color;\n\t\t\t\t\t\tfloat - lifetime_source = lifetime;\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 - \ float tmp_y = age / lifetime;\n\t\t\t\t float tmp_z = SampleCurve(uniform_b,tmp_y);\n\t\t\t\t - \ float tmp_bb = tmp_z * (float)0.1;\n\t\t\t\t SetAttribute_3278B229( /*inout - */size, tmp_bb);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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)0.5;\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\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\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);\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\n\t\t\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - 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m_Array: - - m_ExpressionIndex: 27 - m_Value: {x: 0.5, y: 0.5} - - m_ExpressionIndex: 28 - m_Value: {x: 60, y: 60} + m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 16 - m_Value: {x: 0, y: 0, z: 0} - - m_ExpressionIndex: 18 - m_Value: {x: 0, y: -1, z: 0} - - m_ExpressionIndex: 19 - m_Value: {x: 1.5, y: 0.05, z: 0.1} - - m_ExpressionIndex: 21 - m_Value: {x: 0.019423246, y: -1.1653883, z: 0} - - m_ExpressionIndex: 29 - m_Value: {x: 1.7575026, y: 2.5150056, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -3857,325 +3257,18 @@ VisualEffectResource: m_Matrix4x4f: m_Array: [] m_AnimationCurve: - m_Array: - - m_ExpressionIndex: 2 - m_Value: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0 - inSlope: 1 - outSlope: 1 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 0.0666514 - value: 0.9944729 - inSlope: -0.78311944 - outSlope: -0.78311944 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - 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m_Mode: 0 - m_NumColorKeys: 3 - m_NumAlphaKeys: 2 - - m_ExpressionIndex: 4 - m_Value: - serializedVersion: 2 - key0: {r: 0.98600006, g: 1, b: 0, a: 1} - key1: {r: 1, g: 0.27, b: 0, a: 1} - key2: {r: 0, g: 0.046000004, b: 1, a: 0} - key3: {r: 1, g: 0, b: 0.954, a: 0} - key4: {r: 1, g: 0, b: 0, a: 0} - key5: {r: 0, g: 0, b: 0, a: 0} - key6: {r: 0, g: 0, b: 0, a: 0} - key7: {r: 0, g: 0, b: 0, a: 0} - ctime0: 9160 - ctime1: 24741 - ctime2: 38622 - ctime3: 54864 - ctime4: 65535 - ctime5: 0 - ctime6: 0 - ctime7: 0 - atime0: 0 - atime1: 65535 - atime2: 0 - atime3: 0 - atime4: 0 - atime5: 0 - atime6: 0 - atime7: 0 - m_Mode: 0 - m_NumColorKeys: 5 - m_NumAlphaKeys: 2 + m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 31 - m_Value: {fileID: 2800000, guid: d01d8874889eebc4ab0cde7f2b3309de, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 5440 - layout: - - name: color - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: size - type: 1 - offset: - bucket: 0 - structure: 4 - element: 3 - - name: lifetime - type: 1 - offset: - bucket: 1280 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 1600 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 2880 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 2880 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 2880 - structure: 8 - element: 4 - capacity: 320 - stride: 4 - - type: 1 - size: 5440 - layout: - - name: color - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: size - type: 1 - offset: - bucket: 0 - structure: 4 - element: 3 - - name: lifetime - type: 1 - offset: - bucket: 1280 - structure: 1 - element: 0 - - name: velocity - type: 3 - offset: - bucket: 1600 - structure: 4 - element: 0 - - name: position - type: 3 - offset: - bucket: 2880 - structure: 8 - element: 0 - - name: alive - type: 17 - offset: - bucket: 2880 - structure: 8 - element: 3 - - name: age - type: 1 - offset: - bucket: 2880 - structure: 8 - element: 4 - capacity: 320 - stride: 4 - - type: 1 - size: 16 - layout: - - name: color - type: 3 - offset: - bucket: 0 - structure: 8 - element: 0 - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 8 - element: 3 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 8 - element: 4 - capacity: 2 - stride: 4 - - type: 4 - size: 320 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 5 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 5 - element: 0 - - name: color - type: 3 - offset: - bucket: 0 - structure: 5 - element: 1 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 5 - element: 4 - initialData: - data: 000000000000803f0000803f0000803f0000803f - - capacity: 1 - stride: 5 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 5 - element: 0 - - name: color - type: 3 - offset: - bucket: 0 - structure: 5 - element: 1 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 5 - element: 4 - initialData: - data: 000000000000803f0000803f0000803f0000803f - - capacity: 1 - stride: 5 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 5 - element: 0 - - name: color - type: 3 - offset: - bucket: 0 - structure: 5 - element: 1 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 5 - element: 4 - initialData: - data: 000000000000803f0000803f0000803f0000803f - m_Events: - - name: OnPlay - playSystems: 0000000001000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 0000000001000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -4187,151 +3280,7 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435458 - buffers: [] - temporaryBuffers: [] - values: - - nameId: nb - index: 28 - - nameId: period - index: 27 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 268435461 - buffers: [] - temporaryBuffers: [] - values: - - nameId: color - index: 26 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 268435461 - buffers: [] - temporaryBuffers: [] - values: - - nameId: lifetime - index: 25 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 2 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 24 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 268435461 - buffers: [] - temporaryBuffers: [] - values: - - nameId: color - index: 22 - params: [] - processor: {fileID: 0} - 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- nameId: deadListOut - index: 3 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 20 - params: [] - processor: {fileID: 0} - shaderSourceIndex: 1 - - type: 1073741826 - buffers: - - nameId: attributeBuffer - index: 0 - temporaryBuffers: [] - values: - - nameId: uniform_b - index: 6 - - nameId: mainTexture - index: 31 - params: - - nameId: sortPriority - index: 0 - processor: {fileID: 0} - shaderSourceIndex: 2 + m_Systems: [] --- !u!114 &8926484042661614528 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/com.unity.testing.visualeffectgraph/Scenes/004_Bounds.vfx b/com.unity.testing.visualeffectgraph/Scenes/004_Bounds.vfx index 397a147378a..971e8c10ba8 100644 --- a/com.unity.testing.visualeffectgraph/Scenes/004_Bounds.vfx +++ b/com.unity.testing.visualeffectgraph/Scenes/004_Bounds.vfx @@ -108,39 +108,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114018038861355924 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114415135675112014} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114415135675112014} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: z - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114089025860126824 MonoBehaviour: m_ObjectHideFlags: 1 @@ -221,8 +188,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 0} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114312636310875260 MonoBehaviour: m_ObjectHideFlags: 1 @@ -249,39 +218,6 @@ MonoBehaviour: Source: 0 Random: 0 channels: 6 ---- !u!114 &114357531746406188 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114415135675112014} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114415135675112014} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: x - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114371952838723628 MonoBehaviour: m_ObjectHideFlags: 1 @@ -315,43 +251,6 @@ MonoBehaviour: attributes: [] m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114415135675112014 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} - m_Name: VFXSlotFloat3 - m_EditorClassIdentifier: - m_Parent: {fileID: 0} - m_Children: - - {fileID: 114357531746406188} - - {fileID: 114600582312395492} - - {fileID: 114018038861355924} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114415135675112014} - m_MasterData: - m_Owner: {fileID: 114914643417559016} - m_Value: - m_Type: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - m_SerializableObject: '{"x":0.0,"y":1.0,"z":0.0}' - m_Space: 2147483647 - m_Property: - name: Velocity - m_serializedType: - m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114450193055474304 MonoBehaviour: m_ObjectHideFlags: 1 @@ -381,25 +280,6 @@ MonoBehaviour: - link: - context: {fileID: 114980532763102586} slotIndex: 0 ---- !u!114 &114453303697349830 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: dd023f92c379f8b4daa3799f524ec9e6, type: 3} - m_Name: VFXDataSpawnEvent - m_EditorClassIdentifier: - m_GeneratorAsset: {fileID: 0} - m_Parent: {fileID: 0} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_Owners: - - {fileID: 114450193055474304} --- !u!114 &114459024007934816 MonoBehaviour: m_ObjectHideFlags: 1 @@ -478,39 +358,6 @@ MonoBehaviour: - {fileID: 114989342778897700} m_OutputSlots: [] m_Disabled: 0 ---- !u!114 &114600582312395492 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat - m_EditorClassIdentifier: - m_Parent: {fileID: 114415135675112014} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114415135675112014} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: y - m_serializedType: - m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - attributes: [] - m_Direction: 0 - m_LinkedSlots: [] --- !u!114 &114681613447015294 MonoBehaviour: m_ObjectHideFlags: 1 @@ -781,7 +628,7 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114415135675112014} + - {fileID: 8926484042661614528} m_OutputSlots: [] m_Disabled: 0 attribute: velocity @@ -875,334 +722,20 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: 04_Bounds m_Graph: {fileID: 114189742656582804} - m_ShaderSources: - - compute: 1 - name: '[System 1]Initialize' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE - 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if - !VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle - spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n - \ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint - systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer - deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to - fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer eventList;\nByteAddressBuffer - inputAdditional;\n#endif\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_F0142CB9(inout - float lifetime, float Lifetime) /*attribute:lifetime Composition:Overwrite Source:Slot - Random:Off channels:XYZ */\n{\n lifetime = Lifetime;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if - !VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if - VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput - * 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint - currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId - = min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n - \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped - on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n - \ int sourceIndex = eventList[id];\n#endif\n uint particleIndex - = id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int - sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly - (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for - (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount - += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n - \ if (id < currentSumSpawnCount)\n {\n break;\n - \ }\n }\n */\n \n\n#endif\n float3 velocity - = float3(0,0,0);\n float lifetime = (float)1;\n float3 position - = float3(0,0,0);\n bool alive = (bool)true;\n float age = (float)0;\n - \ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if - VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n - \ \n {\n SetAttribute_E629755( /*inout */velocity, float3(0,1,0));\n - \ }\n {\n SetAttribute_F0142CB9( /*inout */lifetime, - (float)2);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n - \ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint - index = deadListIn[deadIndex];\n attributeBuffer.Store3((index * - 0x4 + 0x0) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x4 + 0x3) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x50) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0xA0) << 2,uint(alive));\n attributeBuffer.Store((index * - 0x1 + 0xB4) << 2,asuint(age));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x4 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store((index * 0x4 + 0x3) << 2,asuint(lifetime));\n - \ attributeBuffer.Store3((index * 0x4 + 0x50) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x1 + 0xA0) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x1 + 0xB4) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define - VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float deltaTime_a;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP - + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif - (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index - * 0x1 + 0xA0) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 velocity - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat lifetime - = asfloat(attributeBuffer.Load((index * 0x4 + 0x3) << 2));\n\t\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50) << 2));\n\t\t\tfloat age - = asfloat(attributeBuffer.Load((index * 0x1 + 0xB4) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x50) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xB4) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x1 + 0xA0) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x4 + 0x3) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x50) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + - 0xA0) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + 0xB4) - << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tEulerIntegration( - /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, - lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4 - + 0x50) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 + 0xA0) - << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0xB4) << 2,asuint(age));\n\t\t\n\n#if - VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Quad Output' - source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define - VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT - 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define - VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define - VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT - 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define 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 - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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\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 + 0x50) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xA0) << 2));\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0xA0) << 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 + 0x50) << 2));\n\t\t\t\t\t\tfloat3 - color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 - axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 - axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat - angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat - pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat - pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat - scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat - scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0( - /*inout */axisX, /*inout */axisY, /*inout */axisZ);\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId - \ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold - -= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x * - NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif - (id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position - = asfloat(attributeBuffer.Load3((index * 0x4 + 0x50) << 2));\n\t\t\n\n\t\t\n#if - VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3 - wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp - kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index - = index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n" + m_ShaderSources: [] m_Infos: m_Expressions: - m_Expressions: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 1 - valueIndex: 1 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 4 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 7 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 1 - valueIndex: 10 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - - op: 6 - valueIndex: 11 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - - op: 1 - valueIndex: 12 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 7 - - op: 9 - valueIndex: 13 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: -1 - m_NeedsLocalToWorld: 1 + m_Expressions: [] + m_NeedsLocalToWorld: 0 m_NeedsWorldToLocal: 0 m_NeededMainCameraBuffers: 0 m_PropertySheet: m_Float: - m_Array: - - m_ExpressionIndex: 0 - m_Value: 8 - - m_ExpressionIndex: 4 - m_Value: 2 + m_Array: [] m_Vector2f: m_Array: [] m_Vector3f: - m_Array: - - m_ExpressionIndex: 1 - m_Value: {x: 0.7, y: 1, z: 0} - - m_ExpressionIndex: 2 - m_Value: {x: 0.2, y: 2, z: 0.2} - - m_ExpressionIndex: 3 - m_Value: {x: 0, y: 1, z: 0} + m_Array: [] m_Vector4f: m_Array: [] m_Uint: @@ -1216,150 +749,14 @@ VisualEffectResource: m_Gradient: m_Array: [] m_NamedObject: - m_Array: - - m_ExpressionIndex: 6 - m_Value: {fileID: 2800000, guid: 276d9e395ae18fe40a9b4988549f2349, type: 3} + m_Array: [] m_Bool: m_Array: [] m_ExposedExpressions: [] - m_Buffers: - - type: 1 - size: 200 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 4 - element: 3 - - name: position - type: 3 - offset: - bucket: 80 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 160 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 180 - structure: 1 - element: 0 - capacity: 20 - stride: 4 - - type: 1 - size: 200 - layout: - - name: velocity - type: 3 - offset: - bucket: 0 - structure: 4 - element: 0 - - name: lifetime - type: 1 - offset: - bucket: 0 - structure: 4 - element: 3 - - name: position - type: 3 - offset: - bucket: 80 - structure: 4 - element: 0 - - name: alive - type: 17 - offset: - bucket: 160 - structure: 1 - element: 0 - - name: age - type: 1 - offset: - bucket: 180 - structure: 1 - element: 0 - capacity: 20 - stride: 4 - - type: 1 - size: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - capacity: 1 - stride: 4 - - type: 4 - size: 20 - layout: [] - capacity: 0 - stride: 4 - - type: 1 - size: 1 - layout: [] - capacity: 0 - stride: 4 - - type: 4 - size: 20 - layout: [] - capacity: 0 - stride: 4 - - type: 0 - size: 20 - layout: [] - capacity: 0 - stride: 8 - - type: 0 - size: 20 - layout: [] - capacity: 0 - stride: 8 + m_Buffers: [] m_TemporaryBuffers: [] - m_CPUBuffers: - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - - capacity: 1 - stride: 1 - layout: - - name: spawnCount - type: 1 - offset: - bucket: 0 - structure: 1 - element: 0 - initialData: - data: 00000000 - m_Events: - - name: OnPlay - playSystems: 00000000 - stopSystems: - - name: OnStop - playSystems: - stopSystems: 00000000 + m_CPUBuffers: [] + m_Events: [] m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 @@ -1371,119 +768,180 @@ VisualEffectResource: m_UpdateMode: 0 m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 - m_Systems: - - type: 0 - flags: 0 - capacity: 0 - layer: 4294967295 - buffers: - - nameId: spawner_output - index: 1 - values: [] - tasks: - - type: 268435456 - buffers: [] - temporaryBuffers: [] - values: - - nameId: Rate - index: 0 - params: [] - processor: {fileID: 0} - shaderSourceIndex: -1 - - type: 1 - flags: 3 - capacity: 20 - layer: 4294967295 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: sourceAttributeBuffer - index: 2 - - nameId: deadList - index: 3 - - nameId: deadListCount - index: 4 - - nameId: spawner_input - index: 1 - - nameId: indirectBuffer - index: 5 - - nameId: sortBufferA - index: 6 - - nameId: sortBufferB - index: 7 - values: - - nameId: bounds_center - index: 1 - - nameId: bounds_size - index: 2 - tasks: - - type: 536870912 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListIn - index: 3 - - nameId: deadListCount - index: 4 - - nameId: sourceAttributeBuffer - index: 2 - temporaryBuffers: [] - values: [] - params: - - nameId: bounds_center - index: 1 - - nameId: bounds_size - index: 2 - processor: {fileID: 0} - shaderSourceIndex: 0 - - type: 805306368 - buffers: - - nameId: attributeBuffer - index: 0 - - nameId: deadListOut - index: 3 - - nameId: indirectBuffer - index: 5 - temporaryBuffers: [] - values: - - nameId: deltaTime_a - index: 5 - params: [] - processor: {fileID: 0} - 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*/seed, float3(-0.333,0.2,-0.333), float3(0.333,1,0.333));\n }\n AttributeFromCurve_501DDD5B( - /*inout */color, /*inout */alpha, /*inout */seed, Color_b);\n {\n SetAttribute_F01429A3( - /*inout */lifetime, /*inout */seed, (float)1, (float)3);\n }\n \n\n\n#if - VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = - deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n - \ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(velocity));\n - \ attributeBuffer.Store3((index * 0x4 + 0x200) << 2,asuint(color));\n - \ attributeBuffer.Store((index * 0x4 + 0x203) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0x300) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(angleZ));\n - \ attributeBuffer.Store3((index * 0x4 + 0x380) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x1 + 0x480) << 2,asuint(particleId));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) << - 2,asuint(velocity));\n attributeBuffer.Store3((index * 0x4 + 0x200) << - 2,asuint(color));\n attributeBuffer.Store((index * 0x4 + 0x203) << 2,asuint(alpha));\n - \ attributeBuffer.Store((index * 0x1 + 0x300) << 2,asuint(lifetime));\n - \ attributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(angleZ));\n - \ attributeBuffer.Store3((index * 0x4 + 0x380) << 2,asuint(position));\n - \ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index - * 0x8 + 0x4) << 2,asuint(age));\n attributeBuffer.Store((index * 0x1 - + 0x480) << 2,asuint(particleId));\n \n\n#endif\n }\n}\n" - - compute: 1 - name: '[System 1]Update' - source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_VELOCITY_CURRENT - 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define - VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_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\nCBUFFER_START(parameters)\n - \ float Angle_a;\n float deltaTime_b;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer - attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer deadListOut;\n#endif\n\n#if - VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n - \ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid - SetAttribute_48A7BEFB(inout float angleZ, float Angle) /*attribute:angle Composition:Overwrite - Source:Slot Random:Off channels:Z */\n{\n angleZ = Angle.x;\n}\nvoid Gravity(inout - float3 velocity, float3 Force, float deltaTime)\n{\n velocity += Force * - deltaTime;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3 groupId - \ : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint - id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth - * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x300) << 2));\n\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x380) << 2));\n\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\n\n\t\t\t\n#if - VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tSetAttribute_48A7BEFB( - /*inout */angleZ, Angle_a);\n\t\t\t{\n\t\t\t Gravity( /*inout */velocity, - float3(0,-0.5,0), deltaTime_b);\n\t\t\t}\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\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index - * 0x8 + 0x0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * - 0x1 + 0x340) << 2,asuint(angleZ));\n\t\t\t\tattributeBuffer.Store3((index * - 0x4 + 0x380) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index * - 0x8 + 0x4) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint - indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex] - = index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] - = index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x8 + 0x0) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index - * 0x1 + 0x300) << 2));\n\t\tfloat angleZ = asfloat(attributeBuffer.Load((index - * 0x1 + 0x340) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x380) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 - + 0x3) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + - 0x4) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition - = position;\n#endif\n\t\t\n\t\tSetAttribute_48A7BEFB( /*inout */angleZ, Angle_a);\n\t\t{\n\t\t - \ Gravity( /*inout */velocity, float3(0,-0.5,0), deltaTime_b);\n\t\t}\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\n\t\tattributeBuffer.Store3((index * 0x8 - + 0x0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x1 + 0x340) - << 2,asuint(angleZ));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x380) << 2,asuint(position));\n\t\tattributeBuffer.Store((index - * 0x8 + 0x3) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4) - << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex - = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n" - - compute: 0 - name: '[System 1]Octagon Output' - source: "Shader \"Hidden/VFX/System 1/Octagon Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_VELOCITY_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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT - 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE - 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define - VFX_PRIMITIVE_OCTAGON 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_b;\n\t\t float gradient_d;\n\t\t float uniform_d;\n\t\t - \ float uniform_e;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\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_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout float size, float - age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite - SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - \ float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value - = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3455(inout - float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - \ color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_C7757136(inout float alpha, float Alpha) /*attribute:alpha Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x203) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x300) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x380) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x480) << 2));\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 + 0x3) << 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 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x203) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x300) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x380) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x480) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_6( - /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455( - /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, lifetime, - \ /*inout */color, /*inout */alpha, gradient_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C7757136( - /*inout */alpha, (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\tfloat - cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t uint tmp_bd = particleId ^ asuint(uniform_d);\n\t\t\t\t - \ float tmp_be = FixedRand(tmp_bd);\n\t\t\t\t float tmp_bg = tmp_be * (float)5;\n\t\t\t\t - \ float tmp_bh = tmp_bg + uniform_e;\n\t\t\t\t float tmp_bj = tmp_bh * - (float)0.2;\n\t\t\t\t float tmp_bl = tmp_bj * (float)6.283185;\n\t\t\t\t - \ float tmp_bm = cos(tmp_bl);\n\t\t\t\t float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t - \ float tmp_bp = tmp_bn / (float)2;\n\t\t\t\t float tmp_br = tmp_bp * (float)0.8;\n\t\t\t\t - \ float tmp_bs = (float)0.1 + tmp_br;\n\t\t\t\t float tmp_bt = saturate(tmp_bs);\n\t\t\t\t - \ \n\t\t\t\t cropFactor = tmp_bt;\n\t\t\t\t}\n\t\t\t\t\n\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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 0 - name: '[System 1]Triangle Output' - source: "Shader \"Hidden/VFX/System 1/Triangle Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull - Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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_VELOCITY_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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define - VFX_USE_POSITION_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT - 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define - VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define - VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT - 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define - VFX_HAS_INDIRECT_DRAW 1\n\t\t#define VFX_PRIMITIVE_TRIANGLE 1\n\t\t\n\t\t\n\t\t\n\t\t#define - VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t - \ float4 Size_c;\n\t\t float gradient_e;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D - mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define - VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer - attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer - 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\n\t\t\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\n\t\t\t\t// - x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// - z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants - : 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\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) - && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS - and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid - SetAttribute_48A7BEFB(inout float angleZ, float Angle) /*attribute:angle Composition:Overwrite - Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ = Angle.x;\n\t\t\t}\n\t\t\tvoid - Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 - position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t - \ axisY = normalize(velocity);\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}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout float size, float - age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite - SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t - \ float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value - = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3455(inout - float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off - channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float - age, float lifetime, inout float3 color, inout float alpha, float gradient) - /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t - \ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t - \ color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid - SetAttribute_C7757136(inout float alpha, float Alpha) /*attribute:alpha Composition:Multiply - Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma - vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID - : SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index - = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) + - instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = - (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS - o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount - = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif - (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; - // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if - VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3 - velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x203) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x300) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x380) << 2));\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\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 + 0x3) << 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 velocity - = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x200) << 2));\n\t\t\t\t\t\tfloat - alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x203) << 2));\n\t\t\t\t\t\tfloat - lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x300) << 2));\n\t\t\t\t\t\tfloat - angleZ = asfloat(attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x380) << 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 pivotX = (float)0;\n\t\t\t\t\t\tfloat - pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat - size = (float)0.1;\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 - age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t - \ float tmp_ba = (float)-1 * angleZ;\n\t\t\t\t SetAttribute_48A7BEFB( /*inout - */angleZ, tmp_ba);\n\t\t\t\t}\n\t\t\t\tOrient_6( /*inout */axisX, /*inout */axisY, - \ /*inout */axisZ, position, velocity);\n\t\t\t\tAttributeFromCurve_45ABB90F( - /*inout */size, age, lifetime, Size_c);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455( - /*inout */size, (float)0.5);\n\t\t\t\t}\n\t\t\t\tColorOverLife_733E3(age, lifetime, - \ /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C7757136( - /*inout */alpha, (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\t\t - \ float3 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\to.VFX_VARYING_BENTFACTORS = vOffsets - * bentNormalFactor;\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\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\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\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);\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\n\t\t\n\t}\n}\n" - - compute: 1 - name: '[System 1]CameraSort' - source: "#pragma kernel CSMain\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\nCBUFFER_START(parameters)\n - \ float4x4 localToWorld;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n - \ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n - \ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer - inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct - Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid - 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2019-XX-XX ### Added -- Subgraphs. +- Subgraphs +- Make multiselection work in a way that do not assume that the same parameter will have the same index in the property sheet. +- auto recompile when changing shaderpath - auto recompile new vfx +- better detection of default shader path +- Bitfield control +- Initial Event Name inspector for visual effect asset and component +- Subgraphs ## [6.7.0-preview] - 2019-05-21 ### Added @@ -16,12 +22,15 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Color mapping mode for unlit outputs (Textured/Gradient Mapped) - Add Triangle and Octagon primitives for particle outputs - Set Attribute is now spaceable on a specific set of attributes (position, velocity, axis...) +- Trigger : GPUEvent Rate (Over time or Distance) ### Fixed +- Fix shader compilation error with debug views - Improve AA line rendering - Fix screen space size block - Crash chaining two spawners each other [Case 1135299](https://issuetracker.unity3d.com/issues/crash-chaining-two-spawners-to-each-other-produces-an-infinite-loop) - Inspector : Exposed parameters disregard the initial value [Case 1126471](https://issuetracker.unity3d.com/issues/parameters-exposed-parameters-disregard-the-initial-value) +- Asset name now displayed in compile errors and output context shaders - Fix for linking spawner to spawner while first spawner is linked to initialize + test - Fix space of spaceable slot not copy pasted + test - Position (Circle) does not take the Center Z value into account [Case 1146850](https://issuetracker.unity3d.com/issues/blocks-position-circle-does-not-take-the-center-z-value-into-account) diff --git a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs index b381c41acd2..670de10c058 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/VFXViewWindow.cs @@ -29,13 +29,14 @@ protected void SetupFramingShortcutHandler(VFXView view) {Event.KeyboardEvent("o"), view.FrameOrigin }, {Event.KeyboardEvent("^#>"), view.FramePrev }, {Event.KeyboardEvent("^>"), view.FrameNext }, - {Event.KeyboardEvent("#^r"), view.Resync}, {Event.KeyboardEvent("F7"), view.Compile}, {Event.KeyboardEvent("#d"), view.OutputToDot}, {Event.KeyboardEvent("^#d"), view.OutputToDotReduced}, {Event.KeyboardEvent("#c"), view.OutputToDotConstantFolding}, {Event.KeyboardEvent("^r"), view.ReinitComponents}, {Event.KeyboardEvent("F5"), view.ReinitComponents}, + {Event.KeyboardEvent("#^r"), view.ReinitAndPlayComponents}, + {Event.KeyboardEvent("#F5"), view.ReinitAndPlayComponents}, }); } @@ -172,7 +173,7 @@ private bool Quitting_Workaround() #endif - protected void OnDisable() + protected void OnDestroy() { #if USE_EXIT_WORKAROUND_FOGBUGZ_1062258 EditorApplication.wantsToQuit -= Quitting_Workaround; diff --git a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs index 5bc779376c4..ba22ad000da 100644 --- a/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs +++ b/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs @@ -1098,16 +1098,30 @@ public EventPropagation OutputToDotConstantFolding() return EventPropagation.Stop; } - public EventPropagation ReinitComponents() + IEnumerable GetActiveComponents() { if (attachedComponent != null) - { - attachedComponent.Reinit(); - } + yield return attachedComponent; else { foreach (var component in UnityEngine.Experimental.VFX.VFXManager.GetComponents()) - component.Reinit(); + yield return component; + } + } + + public EventPropagation ReinitComponents() + { + foreach (var component in GetActiveComponents()) + component.Reinit(); + return EventPropagation.Stop; + } + + public EventPropagation ReinitAndPlayComponents() + { + foreach (var component in GetActiveComponents()) + { + component.Reinit(); + component.Play(); } return EventPropagation.Stop; } diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs index fcc967c0262..0d9bd749c40 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs @@ -302,6 +302,7 @@ void OnEnable() motionVectorRenderModeProperty = resourceObject.FindProperty("m_Infos.m_RendererSettings.motionVectorGenerationMode"); prewarmDeltaTime = resourceObject.FindProperty("m_Infos.m_PreWarmDeltaTime"); prewarmStepCount = resourceObject.FindProperty("m_Infos.m_PreWarmStepCount"); + initialEventName = resourceObject.FindProperty("m_Infos.m_InitialEventName"); } PreviewRenderUtility m_PreviewUtility; @@ -442,6 +443,7 @@ private string UpdateModeToString(VFXUpdateMode mode) SerializedProperty motionVectorRenderModeProperty; SerializedProperty prewarmDeltaTime; SerializedProperty prewarmStepCount; + SerializedProperty initialEventName; private static readonly float k_MinimalCommonDeltaTime = 1.0f / 800.0f; @@ -563,6 +565,17 @@ public override void OnInspectorGUI() } } + if (initialEventName != null) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = initialEventName.hasMultipleDifferentValues; + EditorGUILayout.PropertyField(initialEventName); + if (EditorGUI.EndChangeCheck()) + { + resourceObject.ApplyModifiedProperties(); + } + } + if (!serializedObject.isEditingMultipleObjects) { VisualEffectAsset asset = (VisualEffectAsset)target; diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs index d5a256c2de2..f0d78e08a67 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VFXParameterEditor.cs @@ -47,7 +47,9 @@ public override void DoInspectorGUI() if (serializedObject.isEditingMultipleObjects) { GUI.enabled = false; // no sense to change the name in multiple selection because the name must be unique + EditorGUI.showMixedValue = true; EditorGUILayout.TextField("Exposed Name", "-"); + EditorGUI.showMixedValue = false; GUI.enabled = true; } else @@ -55,7 +57,7 @@ public override void DoInspectorGUI() VFXParameter parameter = (VFXParameter)target; GUI.enabled = controller != null; - string newName = EditorGUILayout.TextField("Exposed Name", parameter.exposedName); + string newName = EditorGUILayout.DelayedTextField("Exposed Name", parameter.exposedName); GUI.enabled = true; if (GUI.changed) { diff --git a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs index 4c9a332be8e..2ec892da7f1 100644 --- a/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs +++ b/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs @@ -19,24 +19,6 @@ namespace UnityEditor.VFX { -#if ! WORKAROUND_TIMELINE - class FakeObject : ScriptableObject - - { - public float aFloat; - public Vector2 aVector2; - public Vector3 aVector3; - public Vector4 aVector4; - public Color aColor; - public UnityObject anObject; - public AnimationCurve anAnimationCurve; - public Gradient aGradient; - public int anInt; - public long anUInt; - public bool aBool; - } -#endif - public static class VisualEffectControl { public static void ControlStop(this VisualEffect effect) @@ -68,7 +50,6 @@ public static void ControlRestart(this VisualEffect effect) public const float playRateToValue = 100.0f; public const float valueToPlayRate = 1.0f / playRateToValue; - public const float sliderPower = 10; public static readonly int[] setPlaybackValues = new int[] { 1, 10, 50, 100, 200, 500, 1000, 4000 }; @@ -81,32 +62,20 @@ public class VisualEffectEditor : Editor const string kRendererFoldoutStatePreferenceName = "VFX.VisualEffectEditor.Foldout.Renderer"; const string kParameterFoldoutStatePreferenceName = "VFX.VisualEffectEditor.Foldout.Parameter"; - static bool showGeneralCategory { - get { return EditorPrefs.GetBool(kGeneralFoldoutStatePreferenceName, true); } - set { EditorPrefs.SetBool(kGeneralFoldoutStatePreferenceName, value); } - } + bool showGeneralCategory; - static bool showRendererCategory { - - get { return EditorPrefs.GetBool(kRendererFoldoutStatePreferenceName, true); } - set { EditorPrefs.SetBool(kRendererFoldoutStatePreferenceName, value); } - } - - static bool showParameterCategory { - get { return EditorPrefs.GetBool(kParameterFoldoutStatePreferenceName, true); } - set { EditorPrefs.SetBool(kParameterFoldoutStatePreferenceName, value); } - } + bool showRendererCategory; + bool showParameterCategory; protected SerializedProperty m_VisualEffectAsset; SerializedProperty m_ReseedOnPlay; + SerializedProperty m_InitialEventName; + SerializedProperty m_InitialEventNameOverriden; SerializedProperty m_RandomSeed; SerializedProperty m_VFXPropertySheet; RendererEditor m_RendererEditor; -#if ! WORKAROUND_TIMELINE - static FakeObject s_FakeObjectCache; -#endif static SerializedObject s_FakeObjectSerializedCache; static List s_AllEditors = new List(); @@ -119,20 +88,36 @@ static public void RepaintAllEditors() } } + SerializedObject m_SingleSerializedObject; + SerializedObject[] m_OtherSerializedObjects; + protected void OnEnable() { + m_SingleSerializedObject = targets.Length == 1 ? serializedObject : new SerializedObject(targets[0]); + showParameterCategory = EditorPrefs.GetBool(kParameterFoldoutStatePreferenceName, true); + showRendererCategory = EditorPrefs.GetBool(kRendererFoldoutStatePreferenceName, true); + showGeneralCategory = EditorPrefs.GetBool(kGeneralFoldoutStatePreferenceName, true); + + if (targets.Length > 1) + { + m_OtherSerializedObjects = new SerializedObject[targets.Length - 1]; + for (int i = 1; i < targets.Length; ++i) + { + m_OtherSerializedObjects[i - 1] = new SerializedObject(targets[i]); + } + } s_AllEditors.Add(this); m_RandomSeed = serializedObject.FindProperty("m_StartSeed"); m_ReseedOnPlay = serializedObject.FindProperty("m_ResetSeedOnPlay"); + m_InitialEventName = serializedObject.FindProperty("m_InitialEventName"); + m_InitialEventNameOverriden = serializedObject.FindProperty("m_InitialEventNameOverriden"); m_VisualEffectAsset = serializedObject.FindProperty("m_Asset"); - m_VFXPropertySheet = serializedObject.FindProperty("m_PropertySheet"); + m_VFXPropertySheet = m_SingleSerializedObject.FindProperty("m_PropertySheet"); var renderers = targets.Cast().Select(t => t.GetComponent()).ToArray(); m_RendererEditor = new RendererEditor(renderers); -#if WORKAROUND_TIMELINE - s_FakeObjectSerializedCache = new SerializedObject(target); -#endif + s_FakeObjectSerializedCache = new SerializedObject(targets[0]); } protected void OnDisable() @@ -162,7 +147,7 @@ static private bool GenerateMultipleField(ref VFXParameterInfo parameter, Serial return false; } - static void DisplayProperty(ref VFXParameterInfo parameter, GUIContent nameContent, SerializedProperty overridenProperty, SerializedProperty valueProperty) + bool DisplayProperty(ref VFXParameterInfo parameter, GUIContent nameContent, SerializedProperty overridenProperty, SerializedProperty valueProperty,bool overrideMixed,bool valueMixed, out bool overriddenChanged) { EditorGUILayout.BeginHorizontal(); @@ -176,68 +161,207 @@ static void DisplayProperty(ref VFXParameterInfo parameter, GUIContent nameConte var toggleRect = rect; toggleRect.x += EditorGUI.indentLevel * 16; - toggleRect.yMin += 1.0f; + toggleRect.yMin += 2.0f; toggleRect.width = 18; - overridenProperty.boolValue = EditorGUI.Toggle(toggleRect, overridenProperty.hasMultipleDifferentValues ? false : overridenProperty.boolValue, overridenProperty.hasMultipleDifferentValues ? Styles.toggleMixedStyle : Styles.toggleStyle); + EditorGUI.BeginChangeCheck(); + bool newOverriden = EditorGUI.Toggle(toggleRect, overrideMixed ? false : overridenProperty.boolValue, overrideMixed ? Styles.toggleMixedStyle : Styles.toggleStyle); + overriddenChanged = EditorGUI.EndChangeCheck(); + if( overriddenChanged) + { + overridenProperty.boolValue = newOverriden; + } rect.xMin += overrideWidth + EditorGUI.indentLevel * 16; int saveIndent = EditorGUI.indentLevel; // since we already applied the indentLevel to the rect reset it to zero. EditorGUI.indentLevel = 0; - - EditorGUI.BeginProperty(rect, nameContent, valueProperty); - - if (parameter.min != Mathf.NegativeInfinity && parameter.max != Mathf.Infinity) + bool changed = false; + if (!valueMixed) { - if (valueProperty.propertyType == SerializedPropertyType.Float) - EditorGUI.Slider(rect, valueProperty, parameter.min, parameter.max, nameContent); - else - EditorGUI.IntSlider(rect, valueProperty, (int)parameter.min, (int)parameter.max, nameContent); - } - else if (parameter.realType == typeof(Color).Name) - { - Vector4 vVal = valueProperty.vector4Value; - Color c = new Color(vVal.x, vVal.y, vVal.z, vVal.w); - c = EditorGUI.ColorField(rect, nameContent, c, true, true, true); + EditorGUI.BeginChangeCheck(); + EditorGUI.BeginProperty(rect, nameContent, valueProperty); - if (GUI.changed) - valueProperty.vector4Value = new Vector4(c.r, c.g, c.b, c.a); - } - else if (parameter.realType == typeof(Gradient).Name) - { - Gradient newGradient = EditorGUI.GradientField(rect, nameContent, valueProperty.gradientValue, true); + if (parameter.min != Mathf.NegativeInfinity && parameter.max != Mathf.Infinity) + { + if (valueProperty.propertyType == SerializedPropertyType.Float) + EditorGUI.Slider(rect, valueProperty, parameter.min, parameter.max, nameContent); + else + EditorGUI.IntSlider(rect, valueProperty, (int)parameter.min, (int)parameter.max, nameContent); + } + else if (parameter.realType == typeof(Color).Name) + { + Vector4 vVal = valueProperty.vector4Value; + Color c = new Color(vVal.x, vVal.y, vVal.z, vVal.w); + c = EditorGUI.ColorField(rect, nameContent, c, true, true, true); - if (GUI.changed) - valueProperty.gradientValue = newGradient; - } - else if (valueProperty.propertyType == SerializedPropertyType.Vector4) - { - SerializedProperty copy = valueProperty.Copy(); - copy.Next(true); - EditorGUI.MultiPropertyField(rect, new GUIContent[] { new GUIContent("X"), new GUIContent("Y"), new GUIContent("Z"), new GUIContent("W") }, copy, nameContent); - } - else if (valueProperty.propertyType == SerializedPropertyType.ObjectReference) - { - Type objTyp = typeof(UnityObject); - if (!string.IsNullOrEmpty(parameter.realType)) + if (GUI.changed) + valueProperty.vector4Value = new Vector4(c.r, c.g, c.b, c.a); + } + else if (parameter.realType == typeof(Gradient).Name) { - if (parameter.realType.StartsWith("Texture") || parameter.realType.StartsWith("Cubemap")) - { - objTyp = typeof(Texture); - } - else if (parameter.realType == "Mesh") + Gradient newGradient = EditorGUI.GradientField(rect, nameContent, valueProperty.gradientValue, true); + + if (GUI.changed) + valueProperty.gradientValue = newGradient; + } + else if (valueProperty.propertyType == SerializedPropertyType.Vector4) + { + SerializedProperty copy = valueProperty.Copy(); + copy.Next(true); + EditorGUI.MultiPropertyField(rect, new GUIContent[] { new GUIContent("X"), new GUIContent("Y"), new GUIContent("Z"), new GUIContent("W") }, copy, nameContent); + } + else if (valueProperty.propertyType == SerializedPropertyType.ObjectReference) + { + Type objTyp = typeof(UnityObject); + if (!string.IsNullOrEmpty(parameter.realType)) { - objTyp = typeof(Mesh); + if (parameter.realType.StartsWith("Texture") || parameter.realType.StartsWith("Cubemap")) + { + objTyp = typeof(Texture); + } + else if (parameter.realType == "Mesh") + { + objTyp = typeof(Mesh); + } } + EditorGUI.ObjectField(rect, valueProperty, objTyp, nameContent); } - EditorGUI.ObjectField(rect, valueProperty, objTyp, nameContent); + else + { + EditorGUI.PropertyField(rect, valueProperty, nameContent, true); + } + EditorGUI.indentLevel = saveIndent; + EditorGUI.EndProperty(); + changed = EditorGUI.EndChangeCheck(); } else { - EditorGUI.PropertyField(rect, valueProperty, nameContent, true); + EditorGUI.showMixedValue = true; + switch(valueProperty.propertyType) + { + case SerializedPropertyType.Vector4: + if(parameter.realType == typeof(Color).Name) + { + Vector4 vVal = valueProperty.vector4Value; + Color c = new Color(vVal.x, vVal.y, vVal.z, vVal.w); + c = EditorGUI.ColorField(rect, nameContent, c, true, true, true); + + if (GUI.changed) + { + valueProperty.vector4Value = new Vector4(c.r, c.g, c.b, c.a); + changed = true; + } + } + else + { + Vector4 result = EditorGUI.Vector4Field(rect, nameContent, Vector4.zero); + if (GUI.changed) + { + valueProperty.vector4Value = result; + changed = true; + } + } + break; + case SerializedPropertyType.Vector3: + { + Vector3 result = EditorGUI.Vector3Field(rect, nameContent, Vector3.zero); + if (GUI.changed) + { + valueProperty.vector3Value = result; + changed = true; + } + } + break; + case SerializedPropertyType.Vector2: + { + Vector2 result = EditorGUI.Vector2Field(rect, nameContent, Vector2.zero); + if (GUI.changed) + { + valueProperty.vector2Value = result; + changed = true; + } + } + break; + case SerializedPropertyType.ObjectReference: + { + Type objTyp = typeof(UnityObject); + if (!string.IsNullOrEmpty(parameter.realType)) + { + if (parameter.realType.StartsWith("Texture") || parameter.realType.StartsWith("Cubemap")) + { + objTyp = typeof(Texture); + } + else if (parameter.realType == "Mesh") + { + objTyp = typeof(Mesh); + } + } + UnityObject result = EditorGUI.ObjectField(rect, nameContent, null, objTyp, false); + if (GUI.changed) + { + valueProperty.objectReferenceValue = result; + changed = true; + } + } + break; + case SerializedPropertyType.Float: + if (parameter.min != Mathf.NegativeInfinity && parameter.max != Mathf.Infinity) + { + float value = EditorGUI.Slider(rect, nameContent, 0, parameter.min, parameter.max); + if (GUI.changed) + { + valueProperty.floatValue = value; + changed = true; + } + } + else + { + float value = EditorGUI.FloatField(rect, nameContent, 0); + if (GUI.changed) + { + valueProperty.floatValue = value; + changed = true; + } + } + break; + case SerializedPropertyType.Integer: + if (parameter.min != Mathf.NegativeInfinity && parameter.max != Mathf.Infinity) + { + int value = EditorGUI.IntSlider(rect, nameContent, 0, (int)parameter.min, (int)parameter.max); + if (GUI.changed) + { + valueProperty.intValue = value; + changed = true; + } + } + else + { + int value = EditorGUI.IntField(rect, nameContent, 0); + if (GUI.changed) + { + valueProperty.intValue = value; + changed = true; + } + } + break; + default: + if(parameter.realType == typeof(Gradient).Name ) + { + Gradient newGradient = EditorGUI.GradientField(rect, nameContent, null, true); + + if (GUI.changed) + { + valueProperty.gradientValue = newGradient; + changed = true; + } + + } + break; + } + EditorGUI.showMixedValue = false; } - EditorGUI.indentLevel = saveIndent; - EditorGUI.EndProperty(); EditorGUILayout.EndHorizontal(); + + return changed; } protected static object GetObjectValue(SerializedProperty prop) @@ -370,7 +494,13 @@ protected virtual void SceneViewGUICallback(UnityObject target, SceneView sceneV GUILayout.Label("Show Bounds", GUILayout.Width(192)); VisualEffectUtility.renderBounds = EditorGUILayout.Toggle(VisualEffectUtility.renderBounds, GUILayout.Width(18)); + GUILayout.EndHorizontal(); + GUILayout.BeginHorizontal(); + if (GUILayout.Button(new GUIContent("Play()"))) + effect.Play(); + if (GUILayout.Button(new GUIContent("Stop()"))) + effect.Stop(); GUILayout.EndHorizontal(); } @@ -466,11 +596,8 @@ protected virtual void AssetField() EditorGUILayout.PropertyField(m_VisualEffectAsset, Contents.assetPath); } - protected virtual bool SeedField() + void SeedField() { - var component = (VisualEffect)target; - //Seed - EditorGUI.BeginChangeCheck(); using (new GUILayout.HorizontalScope()) { using (new EditorGUI.DisabledGroupScope(m_ReseedOnPlay.boolValue || m_ReseedOnPlay.hasMultipleDifferentValues)) @@ -478,7 +605,7 @@ protected virtual bool SeedField() EditorGUILayout.PropertyField(m_RandomSeed, Contents.randomSeed); if (GUILayout.Button(Contents.setRandomSeed, EditorStyles.miniButton, Styles.MiniButtonWidth)) { - foreach( VisualEffect ve in targets) + foreach (VisualEffect ve in targets) { var singleSerializedObject = new SerializedObject(ve); var singleProperty = singleSerializedObject.FindProperty("m_StartSeed"); @@ -491,7 +618,78 @@ protected virtual bool SeedField() } } EditorGUILayout.PropertyField(m_ReseedOnPlay, Contents.reseedOnPlay); - return EditorGUI.EndChangeCheck(); + } + + private static readonly MethodInfo k_InitialEventNameMethod = FindInitialEventNameMethod(); + private static MethodInfo FindInitialEventNameMethod() + { + var property = typeof(VisualEffectResource).GetProperty("initialEventName"); + if (property == null) + return null; + return property.GetGetMethod(); + } + + private static readonly Func GetInitialEventName = delegate (VisualEffectResource effectResource) + { + //component.visualEffectAsset.GetResource().initialEventName (but using reflection to support an early merge) + if (k_InitialEventNameMethod != null) + { + return k_InitialEventNameMethod.Invoke(effectResource, null) as string; + } + return "OnPlay"; + }; + + void InitialEventField() + { + if (m_InitialEventName == null) + return; + + bool changed = false; + using (new GUILayout.HorizontalScope()) + { + var rect = EditorGUILayout.GetControlRect(false, overrideWidth); + var toggleRect = rect; + toggleRect.yMin += 2.0f; + toggleRect.width = overrideWidth; + + s_FakeObjectSerializedCache.Update(); + var fakeInitialEventNameField = s_FakeObjectSerializedCache.FindProperty("m_InitialEventName"); + var component = (VisualEffect)target; + fakeInitialEventNameField.stringValue = component.visualEffectAsset != null ? GetInitialEventName(component.visualEffectAsset.GetResource()) : "OnPlay"; + + EditorGUI.BeginChangeCheck(); + bool resultOverriden = EditorGUI.Toggle(toggleRect, m_InitialEventNameOverriden.boolValue, Styles.toggleStyle); + if (EditorGUI.EndChangeCheck()) + { + m_InitialEventNameOverriden.boolValue = resultOverriden; + changed = true; + } + + rect.xMin += overrideWidth; + var save = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + EditorGUI.BeginChangeCheck(); + + SerializedProperty intialEventName = m_InitialEventNameOverriden.boolValue ? m_InitialEventName : fakeInitialEventNameField; + + EditorGUI.PropertyField(rect, intialEventName); + if (EditorGUI.EndChangeCheck()) + { + if (!m_InitialEventNameOverriden.boolValue) + { + m_InitialEventNameOverriden.boolValue = true; + s_FakeObjectSerializedCache.ApplyModifiedPropertiesWithoutUndo(); + m_InitialEventName.stringValue = intialEventName.stringValue; + } + changed = true; + } + EditorGUI.indentLevel = save; + } + + if (changed) + { + serializedObject.ApplyModifiedProperties(); + } } bool ShowCategory(GUIContent nameContent, bool foldoutState) @@ -519,43 +717,33 @@ bool ShowCategory(GUIContent nameContent, bool foldoutState) public override void OnInspectorGUI() { - bool reinit = false; - GUILayout.Space(6); - showGeneralCategory = ShowHeader(Contents.headerGeneral, true, showGeneralCategory); + bool newShowGeneralCategory = ShowHeader(Contents.headerGeneral, true, showGeneralCategory); + if( newShowGeneralCategory != showGeneralCategory) + { + EditorPrefs.SetBool(kGeneralFoldoutStatePreferenceName, newShowGeneralCategory); + showGeneralCategory = newShowGeneralCategory; + } if(showGeneralCategory) { AssetField(); - reinit = SeedField(); + SeedField(); } - if (! m_VisualEffectAsset.hasMultipleDifferentValues) + if (!m_VisualEffectAsset.hasMultipleDifferentValues) { + InitialEventField(); DrawRendererProperties(); DrawParameters(); } serializedObject.ApplyModifiedProperties(); - if (reinit) - { - foreach( VisualEffect component in targets) - component.Reinit(); - } - GUI.enabled = true; } protected virtual void DrawParameters() { -#if !WORKAROUND_TIMELINE - if (s_FakeObjectCache == null) - { - s_FakeObjectCache = ScriptableObject.CreateInstance(); - s_FakeObjectSerializedCache = new SerializedObject(s_FakeObjectCache); - } -#endif - var component = (VisualEffect)target; if (m_graph == null || m_asset != component.visualEffectAsset) { @@ -567,7 +755,6 @@ protected virtual void DrawParameters() } GUI.enabled = true; - if (m_graph != null) { if (m_graph.m_ParameterInfo == null) @@ -577,7 +764,12 @@ protected virtual void DrawParameters() if (m_graph.m_ParameterInfo != null) { - showParameterCategory = ShowHeader(Contents.headerParameters, true, showParameterCategory); + bool newShowParameterCategory = ShowHeader(Contents.headerParameters, true, showParameterCategory); + if( newShowParameterCategory != showParameterCategory) + { + EditorPrefs.SetBool(kParameterFoldoutStatePreferenceName, newShowParameterCategory); + showParameterCategory = newShowParameterCategory; + } if(showParameterCategory) { @@ -700,9 +892,104 @@ protected virtual void DrawParameters() EditorGUI.BeginChangeCheck(); bool wasOverriden = actualDisplayedPropertyOverridden.boolValue; - DisplayProperty(ref parameter, nameContent, actualDisplayedPropertyOverridden, actualDisplayedPropertyValue); - if (EditorGUI.EndChangeCheck()) + + bool overrideMixed = false; + bool valueMixed = false; + if (m_OtherSerializedObjects != null) // copy the set value to all multi selection by hand, because it might not be at the same array index or already present in the property sheet + { + foreach (var otherObject in m_OtherSerializedObjects) + { + var otherSourceVfxField = otherObject.FindProperty("m_PropertySheet." + parameter.sheetType + ".m_Array"); + SerializedProperty otherSourceProperty = null; + for (int i = 0; i < otherSourceVfxField.arraySize; ++i) + { + otherSourceProperty = otherSourceVfxField.GetArrayElementAtIndex(i); + var nameProperty = otherSourceProperty.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == parameter.path) + { + break; + } + otherSourceProperty = null; + } + + if (otherSourceProperty != null) + { + overrideMixed = overrideMixed || (wasOverriden != otherSourceProperty.FindPropertyRelative("m_Overridden").boolValue); + } + else + { + overrideMixed = overrideMixed || wasOverriden; + } + if (overrideMixed) + break; + } + + if (overrideMixed) + valueMixed = true; + else + { + foreach (var otherObject in m_OtherSerializedObjects) + { + var otherSourceVfxField = otherObject.FindProperty("m_PropertySheet." + parameter.sheetType + ".m_Array"); + SerializedProperty otherSourceProperty = null; + for (int i = 0; i < otherSourceVfxField.arraySize; ++i) + { + otherSourceProperty = otherSourceVfxField.GetArrayElementAtIndex(i); + var nameProperty = otherSourceProperty.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == parameter.path) + break; + otherSourceProperty = null; + } + + if (otherSourceProperty != null) + valueMixed = valueMixed || !GetObjectValue(otherSourceProperty.FindPropertyRelative("m_Value")).Equals(GetObjectValue(actualDisplayedPropertyValue)); + + if (valueMixed) + break; + } + } + } + bool overridenChanged = false; + if (DisplayProperty(ref parameter, nameContent, actualDisplayedPropertyOverridden, actualDisplayedPropertyValue, overrideMixed, valueMixed, out overridenChanged) || overridenChanged) { + if( ! overridenChanged) // the value has changed + { + if(m_OtherSerializedObjects != null) // copy the set value to all multi selection by hand, because it might not be at the same array index or already present in the property sheet + { + foreach(var otherObject in m_OtherSerializedObjects) + { + var singleSourceVfxField = otherObject.FindProperty("m_PropertySheet."+parameter.sheetType + ".m_Array"); + SerializedProperty singleSourceProperty = null; + for (int i = 0; i < singleSourceVfxField.arraySize; ++i) + { + singleSourceProperty = singleSourceVfxField.GetArrayElementAtIndex(i); + var nameProperty = singleSourceProperty.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == parameter.path) + { + break; + } + singleSourceProperty = null; + } + if (singleSourceProperty == null) + { + singleSourceVfxField.InsertArrayElementAtIndex(singleSourceVfxField.arraySize); + var newEntry = singleSourceVfxField.GetArrayElementAtIndex(singleSourceVfxField.arraySize - 1); + + newEntry.FindPropertyRelative("m_Overridden").boolValue = true; + SetObjectValue(newEntry.FindPropertyRelative("m_Value"), GetObjectValue(actualDisplayedPropertyValue)); + newEntry.FindPropertyRelative("m_Name").stringValue = param.path; + PropertyOverrideChanged(); + } + else + { + singleSourceProperty.FindPropertyRelative("m_Overridden").boolValue = true; + SetObjectValue(singleSourceProperty.FindPropertyRelative("m_Value"), GetObjectValue(actualDisplayedPropertyValue)); + } + otherObject.ApplyModifiedProperties(); + } + } + + } if (wasNewProperty) { //We start editing a new exposed value which wasn't stored in this Visual Effect Component @@ -714,7 +1001,7 @@ protected virtual void DrawParameters() newEntry.FindPropertyRelative("m_Name").stringValue = param.path; PropertyOverrideChanged(); } - else if (wasNotOverriddenProperty) + else if (wasNotOverriddenProperty && !overridenChanged) { if (!actualDisplayedPropertyOverridden.boolValue) { @@ -726,9 +1013,52 @@ protected virtual void DrawParameters() } else if (wasOverriden != actualDisplayedPropertyOverridden.boolValue) { + sourceProperty.FindPropertyRelative("m_Overridden").boolValue = actualDisplayedPropertyOverridden.boolValue; + if (m_OtherSerializedObjects != null) // copy the set value to all multi selection by hand, because it might not be at the same array index or already present in the property sheet + { + foreach (var otherObject in m_OtherSerializedObjects) + { + var otherSourceVfxField = otherObject.FindProperty("m_PropertySheet." + parameter.sheetType + ".m_Array"); + SerializedProperty otherSourceProperty = null; + for (int i = 0; i < otherSourceVfxField.arraySize; ++i) + { + otherSourceProperty = otherSourceVfxField.GetArrayElementAtIndex(i); + var nameProperty = otherSourceProperty.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == parameter.path) + { + break; + } + otherSourceProperty = null; + } + if (otherSourceProperty == null) + { + if(!wasOverriden) + { + otherSourceVfxField.InsertArrayElementAtIndex(otherSourceVfxField.arraySize); + var newEntry = otherSourceVfxField.GetArrayElementAtIndex(otherSourceVfxField.arraySize - 1); + + newEntry.FindPropertyRelative("m_Overridden").boolValue = true; + SetObjectValue(newEntry.FindPropertyRelative("m_Value"), GetObjectValue(actualDisplayedPropertyValue)); + newEntry.FindPropertyRelative("m_Name").stringValue = param.path; + PropertyOverrideChanged(); + } + } + else + { + otherSourceProperty.FindPropertyRelative("m_Overridden").boolValue = !wasOverriden; + if (!wasOverriden) + { + SetObjectValue(otherSourceProperty.FindPropertyRelative("m_Value"), GetObjectValue(actualDisplayedPropertyValue)); + } + PropertyOverrideChanged(); + } + otherObject.ApplyModifiedProperties(); + } + } + PropertyOverrideChanged(); } - serializedObject.ApplyModifiedProperties(); + m_SingleSerializedObject.ApplyModifiedProperties(); } } } @@ -742,7 +1072,12 @@ protected virtual void DrawParameters() private void DrawRendererProperties() { - showRendererCategory = ShowHeader(Contents.headerRenderer, true, showRendererCategory); + bool newShowRendererCategory = ShowHeader(Contents.headerRenderer, true, showRendererCategory); + if( newShowRendererCategory != showRendererCategory) + { + EditorPrefs.SetBool(kRendererFoldoutStatePreferenceName, newShowRendererCategory); + showRendererCategory = newShowRendererCategory; + } if(showRendererCategory) m_RendererEditor.OnInspectorGUI(); @@ -846,6 +1181,7 @@ protected static class Contents public static readonly GUIContent reseedOnPlay = EditorGUIUtility.TrTextContent("Reseed on play"); public static readonly GUIContent openEditor = EditorGUIUtility.TrTextContent("Edit"); public static readonly GUIContent setRandomSeed = EditorGUIUtility.TrTextContent("Reseed"); + public static readonly GUIContent resetInitialEvent = EditorGUIUtility.TrTextContent("Default"); public static readonly GUIContent setPlayRate = EditorGUIUtility.TrTextContent("Set"); public static readonly GUIContent playRate = EditorGUIUtility.TrTextContent("Rate"); diff --git a/com.unity.visualeffectgraph/Editor/Templates/Empty Particle System.vfx b/com.unity.visualeffectgraph/Editor/Templates/Empty Particle System.vfx index 1c7c0b29c10..667b68b9aa6 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/Empty Particle System.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/Empty Particle System.vfx @@ -185,8 +185,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/com.unity.visualeffectgraph/Editor/Templates/Simple Particle System.vfx b/com.unity.visualeffectgraph/Editor/Templates/Simple Particle System.vfx index b0db46887d3..e187e6d08a4 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/Simple Particle System.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/Simple Particle System.vfx @@ -243,8 +243,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114380859405582094 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/com.unity.visualeffectgraph/Editor/Templates/Simple Static Mesh.vfx b/com.unity.visualeffectgraph/Editor/Templates/Simple Static Mesh.vfx index 5478a08d877..7075da76ff5 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/Simple Static Mesh.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/Simple Static Mesh.vfx @@ -20,8 +20,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114327527808569384} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114195964666403586 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/com.unity.visualeffectgraph/Editor/Templates/Simple Swarm Particle System.vfx b/com.unity.visualeffectgraph/Editor/Templates/Simple Swarm Particle System.vfx index 3c2333d433d..f48f3340a94 100644 --- a/com.unity.visualeffectgraph/Editor/Templates/Simple Swarm Particle System.vfx +++ b/com.unity.visualeffectgraph/Editor/Templates/Simple Swarm Particle System.vfx @@ -728,8 +728,10 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114275024932143138} m_ParameterInfo: [] - m_GraphVersion: 1 + m_GraphVersion: 2 m_saved: 1 + m_SubgraphDependencies: [] + m_CategoryPath: --- !u!114 &114420497141572546 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/com.unity.visualeffectgraph/Editor/Utilities/EventTester.meta b/com.unity.visualeffectgraph/Editor/Utilities/EventTester.meta index 2a949c78ff0..7932e1b60da 100644 --- a/com.unity.visualeffectgraph/Editor/Utilities/EventTester.meta +++ b/com.unity.visualeffectgraph/Editor/Utilities/EventTester.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 058baf5da5c170740b9d71d19a67773d +guid: 50b8fce6958ab974a9588312c2d85d0a folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template index b9a19d3a15d..ac3a77623e2 100644 --- a/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template +++ b/com.unity.visualeffectgraph/Shaders/ParticleLinesSW/Pass.template @@ -7,6 +7,16 @@ ${VFXGeneratedBlockFunction} #pragma vertex vert +float4 ClipOnNearPlane(float4 pos, float4 other) +{ + if (pos.w >= _ProjectionParams.y || other.w < _ProjectionParams.y) + return pos; + + // Project on near plane + float ratio = (_ProjectionParams.y - pos.w) / (other.w - pos.w); + return pos + (other - pos) * ratio; +} + VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID) { uint index = (id >> 2) + instanceID * 2048; @@ -31,9 +41,8 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceI float4 pos0 = TransformPositionVFXToClip(position); float4 pos1 = TransformPositionVFXToClip(targetPosition); - // Clip on near plane - pos0.w = max(1.0f, pos0.w); - pos1.w = max(1.0f, pos1.w); + pos0 = ClipOnNearPlane(pos0, pos1); + pos1 = ClipOnNearPlane(pos1, pos0); float2 ndcPos0 = pos0.xy / pos0.w; float2 ndcPos1 = pos1.xy / pos1.w; @@ -59,7 +68,7 @@ VFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceI // If ever used we need the position in vfx space (we dont take into account the pixel offset) float3 vPos = ((id >> 1) & 1) ? position : targetPosition; - o.VFX_VARYING_POSCS = vPosArray[id & 3];; + o.VFX_VARYING_POSCS = vPosArray[id & 3]; ${VFXVertexCommonProcess} ${VFXVertexAdditionalProcess}