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a/Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/iceVFX_2018.vfx b/Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/iceVFX_2018.vfx index 935602e..5a1d5a2 100644 --- a/Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/iceVFX_2018.vfx +++ b/Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/iceVFX_2018.vfx @@ -15,7 +15,7 @@ MonoBehaviour: m_Parent: {fileID: 114350483966674976} m_Children: - {fileID: 114873264888500148} - m_UIPosition: {x: 682, y: -12} + m_UIPosition: {x: 812, y: -82} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -81,16 +81,45 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d01270efd3285ea4a9d6c555cb0a8027, type: 3} m_Name: VFXUI m_EditorClassIdentifier: - groupInfos: [] + groupInfos: + - title: Calculate Distance Ratio + position: + serializedVersion: 2 + x: -1894 + y: 1059 + width: 999 + height: 420 + contents: + - model: {fileID: 8926484042661614530} + id: 0 + isStickyNote: 0 + - model: {fileID: 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{fileID: 8926484042661616152} + - {fileID: 8926484042661616155} + - {fileID: 8926484042661616181} + - {fileID: 8926484042661616216} + - {fileID: 8926484042661616237} + - {fileID: 8926484042661616242} + - {fileID: 8926484042661616247} + - {fileID: 8926484042661616250} + - {fileID: 8926484042661616254} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 @@ -472,7 +499,7 @@ MonoBehaviour: - {fileID: 8926484042661614889} - {fileID: 8926484042661614927} - {fileID: 8926484042661614764} - m_UIPosition: {x: 715, y: 1071} + m_UIPosition: {x: 655, y: 1041} m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: [] @@ -931,9 +958,11 @@ VisualEffectResource: 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\n\n\t\tCBUFFER_START(parameters)\n\t\t \ float4 Alpha_d;\n\t\t float3 Front_a;\n\t\t float uniform_d;\n\t\t \ float3 Up_a;\n\t\t float uniform_e;\n\t\t float3 Color_c;\n\t\t float - uniform_f;\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#define - IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer + uniform_f;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t float + uniform_k;\n\t\t float uniform_l;\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#define IS_TRANSPARENT_PARTICLE + (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\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 @@ -969,7 +998,9 @@ VisualEffectResource: float alpha, float age, float lifetime, float4 Alpha) /*attribute:alpha 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(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 + value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\tvoid + SetAttribute_D2A5B469(inout float alpha, float Alpha) /*attribute:alpha Composition:Add + 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\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 @@ -1004,11 +1035,17 @@ VisualEffectResource: scaleX = (float)1;\n\t\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_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, Front_a, Up_a);\n\t\t\t\t{\n\t\t\t\t - \ float tmp_bg = FixedRand(particleId ^ asuint(uniform_e));\n\t\t\t\t float - tmp_bh = tmp_bg * uniform_f;\n\t\t\t\t float tmp_bi = uniform_d + tmp_bh;\n\t\t\t\t - \ SetAttribute_3278B22F( /*inout */size, tmp_bi);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FA15ADAA( + \ float tmp_bk = FixedRand(particleId ^ asuint(uniform_e));\n\t\t\t\t float + tmp_bl = tmp_bk * uniform_f;\n\t\t\t\t float tmp_bm = uniform_d + tmp_bl;\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, tmp_bm);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FA15ADAA( /*inout */color, Color_c);\n\t\t\t\tAttributeFromCurve_7BA3F6A( /*inout */alpha, - age, lifetime, Alpha_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn + age, lifetime, Alpha_d);\n\t\t\t\t{\n\t\t\t\t float tmp_bl = position[0];\n\t\t\t\t + \ float tmp_bm = max(tmp_bl, uniform_i);\n\t\t\t\t float tmp_bn = min(tmp_bm, + uniform_j);\n\t\t\t\t float tmp_bo = tmp_bn - uniform_i;\n\t\t\t\t float + tmp_bp = tmp_bo * tmp_bo;\n\t\t\t\t float tmp_br = pow(tmp_bp, (float)0.5);\n\t\t\t\t + \ float tmp_bs = tmp_br / uniform_k;\n\t\t\t\t float tmp_bt = (float)1 + - tmp_bs;\n\t\t\t\t float tmp_bu = tmp_bt * uniform_l;\n\t\t\t\t SetAttribute_D2A5B469( + /*inout */alpha, tmp_bu);\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 @@ -1064,7 +1101,8 @@ VisualEffectResource: \ float uniform_f;\n\t\t float3 uniform_e;\n\t\t float Size_b;\n\t\t \ float3 uniform_h;\n\t\t float uniform_i;\n\t\t float3 uniform_j;\n\t\t \ float uniform_k;\n\t\t float3 Color_e;\n\t\t float uniform_l;\n\t\t - \ float uniform_m;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D + \ float3 Angle_f;\n\t\t float uniform_m;\n\t\t float uniform_q;\n\t\t + \ float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\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#define IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer @@ -1107,7 +1145,12 @@ VisualEffectResource: 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\tvoid SetAttribute_FA15ADAA(inout float3 color, float3 Color) /*attribute:color Composition:Add 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 + channels:XYZ */\n\t\t\t{\n\t\t\t color += Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_44ECFDE2(inout + float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle + Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX + += Angle.x;\n\t\t\t angleY += Angle.y;\n\t\t\t angleZ += Angle.z;\n\t\t\t}\n\t\t\tvoid + SetAttribute_D2A5B469(inout float alpha, float Alpha) /*attribute:alpha Composition:Add + 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\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 @@ -1139,26 +1182,34 @@ VisualEffectResource: 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_bn = position * uniform_b;\n\t\t\t\t float3 tmp_bo = GeneratePerlinCurlNoise(tmp_bn, + \ float3 tmp_bs = position * uniform_b;\n\t\t\t\t float3 tmp_bt = GeneratePerlinCurlNoise(tmp_bs, uniform_c.x, asint(uniform_d), uniform_c.y, uniform_c.z);\n\t\t\t\t float3 - tmp_bp = tmp_bo * uniform_e;\n\t\t\t\t float tmp_bq = tmp_bp[0];\n\t\t\t\t - \ float tmp_br = tmp_bp[2];\n\t\t\t\t float3 tmp_bs = float3(tmp_bq, uniform_f, - tmp_br);\n\t\t\t\t Orient_2( /*inout */axisX, /*inout */axisY, /*inout - */axisZ, position, tmp_bs);\n\t\t\t\t}\n\t\t\t\tSetAttribute_3278B22F( /*inout - */size, Size_b);\n\t\t\t\t{\n\t\t\t\t float3 tmp_bn = GeneratePerlinCurlNoise(position, + tmp_bu = tmp_bt * uniform_e;\n\t\t\t\t float tmp_bv = tmp_bu[0];\n\t\t\t\t + \ float tmp_bw = tmp_bu[2];\n\t\t\t\t float3 tmp_bx = float3(tmp_bv, uniform_f, + tmp_bw);\n\t\t\t\t Orient_2( /*inout */axisX, /*inout */axisY, /*inout + */axisZ, position, tmp_bx);\n\t\t\t\t}\n\t\t\t\tSetAttribute_3278B22F( /*inout + */size, Size_b);\n\t\t\t\t{\n\t\t\t\t float3 tmp_bs = GeneratePerlinCurlNoise(position, uniform_h.x, asint(uniform_i), uniform_h.y, uniform_h.z);\n\t\t\t\t float3 - tmp_bo = tmp_bn * uniform_j;\n\t\t\t\t float tmp_bp = tmp_bo[0];\n\t\t\t\t - \ float tmp_bq = tmp_bp * uniform_k;\n\t\t\t\t float tmp_br = abs(tmp_bq);\n\t\t\t\t - \ float3 tmp_bs = float3(tmp_br, uniform_l, uniform_m);\n\t\t\t\t SetAttribute_D5151642( - /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, tmp_bs);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F6A( + tmp_bt = tmp_bs * uniform_j;\n\t\t\t\t float tmp_bu = tmp_bt[0];\n\t\t\t\t + \ float tmp_bv = tmp_bu * uniform_k;\n\t\t\t\t float tmp_bw = abs(tmp_bv);\n\t\t\t\t + \ float3 tmp_bx = float3(tmp_bw, uniform_l, uniform_m);\n\t\t\t\t SetAttribute_D5151642( + /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, tmp_bx);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7BA3F6A( /*inout */alpha, age, lifetime, Alpha_d);\n\t\t\t\tSetAttribute_FA15ADAA( /*inout - */color, Color_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\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 + */color, Color_e);\n\t\t\t\tSetAttribute_44ECFDE2( /*inout */angleX, /*inout + */angleY, /*inout */angleZ, Angle_f);\n\t\t\t\t{\n\t\t\t\t float tmp_bt + = position[0];\n\t\t\t\t float tmp_bu = max(tmp_bt, uniform_q);\n\t\t\t\t + \ float tmp_bv = min(tmp_bu, uniform_r);\n\t\t\t\t float tmp_bw = tmp_bv + - uniform_q;\n\t\t\t\t float tmp_bx = tmp_bw * tmp_bw;\n\t\t\t\t float + tmp_bz = pow(tmp_bx, (float)0.5);\n\t\t\t\t float tmp_ca = tmp_bz / uniform_s;\n\t\t\t\t + \ float tmp_cb = (float)1 - tmp_ca;\n\t\t\t\t float tmp_cc = tmp_cb * uniform_t;\n\t\t\t\t + \ SetAttribute_D2A5B469( /*inout */alpha, tmp_cc);\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 @@ -1187,7 +1238,7 @@ VisualEffectResource: *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a = saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n" - compute: 1 - name: '[System 3]Initialize' + name: '[System 2]Initialize' source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\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 @@ -1277,7 +1328,7 @@ VisualEffectResource: * 0x4 + 0x2803) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0x4800) << 2,asuint(age));\n \n\n#endif\n }\n}\n" - compute: 1 - name: '[System 3]Update' + name: '[System 2]Update' source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\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 @@ -1337,8 +1388,8 @@ VisualEffectResource: << 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 + 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\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 @@ -1535,6 +1586,269 @@ VisualEffectResource: = 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#include \"HLSLSupport.cginc\"\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_AGE_CURRENT + 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define + VFX_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n float3 ArcSphere_sphere_center_b;\n + \ float Lifetime_a;\n float3 uniform_f;\n float uniform_d;\n float3 + uniform_k;\n float uniform_e;\n float3 uniform_l;\n float uniform_g;\n + \ float3 uniform_o;\n float uniform_h;\n float3 Position_d;\n float + uniform_i;\n float ArcSphere_arc_b;\n float uniform_m;\n float uniform_n;\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}\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_D238196D(inout + float3 position, float3 Position) /*attribute:position Composition:Multiply + 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)0;\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n + \ float3 direction = float3(0,0,1);\n float age = (float)0;\n bool + alive = (bool)true;\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 SetAttribute_F0142CB9( + /*inout */lifetime, Lifetime_a);\n {\n float2 tmp_bl = GeneratePerlinNoise(uniform_e, + uniform_f.x, asint(uniform_g), uniform_f.y, uniform_f.z);\n float + tmp_bm = tmp_bl[0];\n float tmp_bo = tmp_bm - (float)-1;\n float + tmp_bq = tmp_bo / (float)2;\n float tmp_br = tmp_bq * uniform_h;\n + \ float tmp_bs = uniform_d + tmp_br;\n float tmp_bt = tmp_bs + * uniform_i;\n PositionSphere_0( /*inout */position, /*inout */seed, + \ /*inout */direction, ArcSphere_sphere_center_b, tmp_bt, ArcSphere_arc_b, (float)1);\n + \ }\n {\n float3 tmp_bl = position * uniform_k;\n float4 + tmp_bm = GeneratePerlinNoise(tmp_bl, uniform_l.x, asint(uniform_m), uniform_l.y, + uniform_l.z);\n float tmp_bn = tmp_bm[1];\n float tmp_bo + = tmp_bn * uniform_n;\n float tmp_bp = tmp_bm[2];\n float + tmp_bq = tmp_bp * uniform_n;\n float tmp_br = tmp_bm[3];\n float + tmp_bs = tmp_br * uniform_n;\n float3 tmp_bt = float3(tmp_bo, tmp_bq, + tmp_bs);\n float3 tmp_bu = tmp_bt * uniform_o;\n SetAttribute_C707D62A( + /*inout */position, tmp_bu);\n }\n SetAttribute_D238196D( /*inout + */position, Position_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 + 0x400) << 2,asuint(position));\n attributeBuffer.Store((index + * 0x1 + 0x1400) << 2,asuint(age));\n attributeBuffer.Store((index + * 0x1 + 0x1800) << 2,uint(alive));\n attributeBuffer.Store((index + * 0x1 + 0x1C00) << 2,asuint(particleId));\n \n\n }\n#else\n + \ uint index = particleIndex;\n attributeBuffer.Store((index * + 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index * + 0x4 + 0x400) << 2,asuint(position));\n attributeBuffer.Store((index * + 0x1 + 0x1400) << 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + + 0x1800) << 2,uint(alive));\n attributeBuffer.Store((index * 0x1 + 0x1C00) + << 2,asuint(particleId));\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\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#include \"HLSLSupport.cginc\"\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_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\n\n\t\tCBUFFER_START(parameters)\n\t\t float3 Front_a;\n\t\t + \ float uniform_d;\n\t\t float3 Up_a;\n\t\t float uniform_e;\n\t\t float3 + Color_c;\n\t\t float uniform_f;\n\t\t float Alpha_d;\n\t\t float uniform_i;\n\t\t + \ float uniform_j;\n\t\t float uniform_k;\n\t\t float uniform_l;\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#define IS_TRANSPARENT_PARTICLE + (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\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_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 + Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ + = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t + \ \n\t\t\t}\n\t\t\tvoid SetAttribute_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\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_D2A5B469(inout float alpha, float Alpha) /*attribute:alpha Composition:Add + 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\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\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x400) << 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 + 0x1800) << 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 + 0x1C00) << 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 + 0x1800) << 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 + 0x400) << 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\tuint particleId = (attributeBuffer.Load((index + * 0x1 + 0x1C00) << 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_4( + /*inout */axisX, /*inout */axisY, /*inout */axisZ, Front_a, Up_a);\n\t\t\t\t{\n\t\t\t\t + \ float tmp_bi = FixedRand(particleId ^ asuint(uniform_e));\n\t\t\t\t float + tmp_bj = tmp_bi * uniform_f;\n\t\t\t\t float tmp_bk = uniform_d + tmp_bj;\n\t\t\t\t + \ SetAttribute_3278B22F( /*inout */size, tmp_bk);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7( + /*inout */color, Color_c);\n\t\t\t\tSetAttribute_CEEAF35C( /*inout */alpha, + Alpha_d);\n\t\t\t\t{\n\t\t\t\t float tmp_bj = position[0];\n\t\t\t\t float + tmp_bk = max(tmp_bj, uniform_i);\n\t\t\t\t float tmp_bl = min(tmp_bk, uniform_j);\n\t\t\t\t + \ float tmp_bm = tmp_bl - uniform_i;\n\t\t\t\t float tmp_bn = tmp_bm * + 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_k;\n\t\t\t\t float tmp_br = (float)1 - tmp_bq;\n\t\t\t\t + \ float tmp_bs = tmp_br * uniform_l;\n\t\t\t\t SetAttribute_D2A5B469( /*inout + */alpha, tmp_bs);\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\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#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP + 64\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define + VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE + 1\n\n\nCBUFFER_START(parameters)\n float Age_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_99ECB8DD(inout float age, float Age) /*attribute:age Composition:Overwrite + Source:Slot Random:Off channels:XYZ */\n{\n age = Age;\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 + 0x1800) << 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 + 0x1400) << 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_99ECB8DD( /*inout */age, Age_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 + 0x1400) << 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 + 0x1800) << 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 age = asfloat(attributeBuffer.Load((index * + 0x1 + 0x1400) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + + 0x1800) << 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_99ECB8DD( /*inout */age, Age_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 + 0x1400) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x1 + + 0x1800) << 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]CameraSort' source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP @@ -1557,7 +1871,7 @@ VisualEffectResource: 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' + name: '[System 2]CameraSort' source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\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\n\nCBUFFER_START(parameters)\n float4x4 localToWorld;\nCBUFFER_END\n\n\n#include @@ -1577,6 +1891,27 @@ VisualEffectResource: 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#include \"HLSLSupport.cginc\"\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\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 + 0x400) << 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_Infos: m_Expressions: m_Expressions: @@ -1609,25 +1944,25 @@ VisualEffectResource: data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 5 - data[0]: 0 - data[1]: 1 + data[3]: 3 + - op: 1 + valueIndex: 7 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 6 + valueIndex: 8 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 7 + valueIndex: 9 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 valueIndex: 10 data[0]: -1 @@ -1658,124 +1993,112 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 3 - valueIndex: 15 - data[0]: 12 - data[1]: 2 - data[2]: 11 - data[3]: -1 - op: 1 - valueIndex: 18 + valueIndex: 15 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 5 - valueIndex: 19 - data[0]: 7 - data[1]: -1 - data[2]: 0 - data[3]: 3 - op: 1 - valueIndex: 20 + valueIndex: 16 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 3 - valueIndex: 21 - data[0]: 8 - data[1]: 9 - data[2]: 10 - data[3]: -1 + - op: 26 + valueIndex: 17 + data[0]: 0 + data[1]: 1 + data[2]: -1 + data[3]: 1 - op: 1 - valueIndex: 24 + valueIndex: 18 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 25 + valueIndex: 19 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 28 + valueIndex: 20 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 29 + valueIndex: 21 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 25 - valueIndex: 30 - data[0]: 5 - data[1]: 4 - data[2]: -1 - data[3]: 1 - - op: 26 - valueIndex: 31 - data[0]: 6 - data[1]: 1 + - op: 1 + valueIndex: 22 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 + - op: 3 + valueIndex: 23 + data[0]: 16 + data[1]: 17 + data[2]: 18 + data[3]: -1 - op: 26 - valueIndex: 32 - data[0]: 3 + valueIndex: 26 + data[0]: 7 data[1]: 1 data[2]: -1 data[3]: 1 - - op: 3 - valueIndex: 33 - data[0]: 18 - data[1]: 22 - data[2]: 24 - data[3]: -1 - - op: 1 - valueIndex: 36 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 1 - op: 5 - valueIndex: 37 - data[0]: 19 + valueIndex: 27 + data[0]: 4 data[1]: -1 data[2]: 0 data[3]: 3 - - op: 25 - valueIndex: 38 - data[0]: 23 - data[1]: 4 + - op: 1 + valueIndex: 28 + data[0]: -1 + data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 3 + - op: 3 + valueIndex: 31 + data[0]: 2 + data[1]: 5 + data[2]: 6 + data[3]: -1 - op: 1 - valueIndex: 39 + valueIndex: 34 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 + - op: 3 + valueIndex: 35 + data[0]: 8 + data[1]: 9 + data[2]: 10 + data[3]: -1 - op: 26 - valueIndex: 40 - data[0]: 20 + valueIndex: 38 + data[0]: 13 data[1]: 1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 41 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 5 - - op: 21 - valueIndex: 42 - data[0]: 16 + - op: 3 + valueIndex: 39 + data[0]: 12 data[1]: 14 + data[2]: 11 + data[3]: -1 + - op: 25 + valueIndex: 42 + data[0]: 15 + data[1]: 3 data[2]: -1 data[3]: 1 - op: 1 @@ -1784,730 +2107,766 @@ VisualEffectResource: data[1]: -1 data[2]: -1 data[3]: 1 - - op: 21 + - op: 1 valueIndex: 44 - data[0]: 13 - data[1]: 13 - data[2]: -1 - data[3]: 3 - - op: 26 - valueIndex: 47 - data[0]: 21 - data[1]: 1 + data[0]: -1 + data[1]: -1 data[2]: -1 data[3]: 1 - - op: 21 - valueIndex: 48 - data[0]: 17 - data[1]: 17 + - op: 25 + valueIndex: 45 + data[0]: 28 + data[1]: 3 data[2]: -1 - data[3]: 3 + data[3]: 1 + - op: 3 + valueIndex: 46 + data[0]: 19 + data[1]: 30 + data[2]: 22 + data[3]: -1 - op: 1 - valueIndex: 51 + valueIndex: 49 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 52 - data[0]: -1 - data[1]: -1 + - op: 21 + valueIndex: 50 + data[0]: 26 + data[1]: 20 data[2]: -1 - data[3]: 6 + data[3]: 1 - op: 1 - valueIndex: 53 + valueIndex: 51 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 8 - valueIndex: 54 + - op: 1 + valueIndex: 52 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 - - op: 25 - valueIndex: 55 - data[0]: 30 - data[1]: 4 - data[2]: -1 data[3]: 1 - - op: 5 - valueIndex: 56 - data[0]: 36 - data[1]: -1 - data[2]: 2 - data[3]: 3 - - op: 3 - valueIndex: 57 + - op: 21 + valueIndex: 53 data[0]: 29 - data[1]: 28 - 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m_LinkedSlots: [] ---- !u!114 &8926484042661615539 + m_LinkedSlots: + - {fileID: 8926484042661615517} +--- !u!114 &8926484042661615522 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -13731,25 +14317,25 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615539} + m_MasterSlot: {fileID: 8926484042661615522} m_MasterData: - m_Owner: {fileID: 8926484042661615530} + m_Owner: {fileID: 8926484042661615520} m_Value: m_Type: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - m_SerializableObject: + m_SerializableObject: 1 m_Space: 2147483647 m_Property: - name: False + name: b m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 attributes: [] m_Direction: 0 m_LinkedSlots: - - {fileID: 8926484042661615544} ---- !u!114 &8926484042661615540 + - {fileID: 8926484042661615505} +--- !u!114 &8926484042661615523 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -13766,9 +14352,9 @@ MonoBehaviour: m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - 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m_Children: [] + m_Children: + - {fileID: 8926484042661615991} + - {fileID: 8926484042661615992} + - {fileID: 8926484042661615993} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615799} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: - m_Owner: {fileID: 8926484042661615793} + m_Owner: {fileID: 8926484042661615989} m_Value: m_Type: - m_SerializableType: System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - m_SerializableObject: 1 + m_SerializableType: UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, + Culture=neutral, PublicKeyToken=null + m_SerializableObject: '{"x":-0.3330000042915344,"y":0.0,"z":-0.3330000042915344}' m_Space: 2147483647 m_Property: - name: octaves + name: Min 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 - 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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 &8926484042661615801 +--- !u!114 &8926484042661615992 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -16534,41 +17259,28 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} m_Name: m_EditorClassIdentifier: - m_Parent: {fileID: 0} + m_Parent: {fileID: 8926484042661615990} m_Children: [] m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 8926484042661615801} + m_MasterSlot: {fileID: 8926484042661615990} m_MasterData: - m_Owner: {fileID: 8926484042661615793} + 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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