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m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} - m_Name: VFXSlotFloat + m_Script: {fileID: 11500000, guid: ac39bd03fca81b849929b9c966f1836a, type: 3} + m_Name: VFXSlotFloat3 m_EditorClassIdentifier: - m_Parent: {fileID: 114455825400398564} - m_Children: [] + m_Parent: {fileID: 114307113894698210} + m_Children: + - {fileID: 114739294351936256} + - {fileID: 114935892456706286} + - {fileID: 114538391275492396} m_UIPosition: {x: 0, y: 0} m_UICollapsed: 1 m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114455825400398564} + m_MasterSlot: {fileID: 114307113894698210} m_MasterData: m_Owner: {fileID: 0} m_Value: @@ -902,91 +685,22 @@ MonoBehaviour: m_SerializableObject: m_Space: 2147483647 m_Property: - name: y + name: center 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 centre of the box. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] ---- !u!114 &114978814327906184 -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: 114455825400398564} - m_Children: [] - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114455825400398564} - 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 &114986932069951040 -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: 114307113894698210} - m_Children: - - {fileID: 114739294351936256} - - {fileID: 114935892456706286} - - {fileID: 114538391275492396} - m_UIPosition: {x: 0, y: 0} - m_UICollapsed: 1 - m_UISuperCollapsed: 0 - m_MasterSlot: {fileID: 114307113894698210} - m_MasterData: - m_Owner: {fileID: 0} - m_Value: - m_Type: - m_SerializableType: - m_SerializableObject: - m_Space: 2147483647 - m_Property: - name: center - 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 centre of the box. - m_Regex: - m_RegexMaxLength: 0 - m_Direction: 0 - m_LinkedSlots: [] ---- !u!2058629511 &8926484042661614527 -VisualEffectResource: - m_ObjectHideFlags: 0 +--- !u!2058629511 &8926484042661614527 +VisualEffectResource: + m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} @@ -1000,8 +714,11 @@ VisualEffectResource: VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n - \ float3 ArcSphere_sphere_center_b;\n float uniform_c;\n float3 uniform_f;\n - \ float uniform_d;\n float ArcSphere_arc_b;\n uint3 PADDING_0;\nCBUFFER_END\n\n\n#include + \ 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 @@ -1050,40 +767,37 @@ VisualEffectResource: \ float age = (float)0;\n uint particleId = (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_F0142CB9( - /*inout */lifetime, (float)1);\n }\n {\n float2 tmp_bg - = GeneratePerlinNoise(uniform_c, float3(0.5,0.5,2).x, (int)1, float3(0.5,0.5,2).y, - float3(0.5,0.5,2).z);\n float tmp_bh = tmp_bg[0];\n float - tmp_bj = tmp_bh - (float)-1;\n float tmp_bl = tmp_bj / (float)2;\n - \ float tmp_bm = tmp_bl * (float)2;\n float tmp_bn = tmp_bm - * uniform_d;\n PositionSphere_0( /*inout */position, /*inout */seed, - \ /*inout */direction, ArcSphere_sphere_center_b, tmp_bn, ArcSphere_arc_b, (float)1);\n - \ }\n {\n float3 tmp_bf = position * float3(10,10,10);\n - \ float4 tmp_bi = GeneratePerlinNoise(tmp_bf, float3(0.2,0.5,2).x, - (int)1, float3(0.2,0.5,2).y, float3(0.2,0.5,2).z);\n float tmp_bj - = tmp_bi[1];\n float tmp_bl = tmp_bj * (float)2;\n float - tmp_bm = tmp_bi[2];\n float tmp_bn = tmp_bm * (float)2;\n float - tmp_bo = tmp_bi[3];\n float tmp_bp = tmp_bo * (float)2;\n float3 - tmp_bq = float3(tmp_bl, tmp_bn, tmp_bp);\n float3 tmp_br = tmp_bq - * uniform_f;\n SetAttribute_C707D62A( /*inout */position, tmp_br);\n - \ }\n {\n SetAttribute_D238196D( /*inout */position, - float3(1,0,1));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if + ^ systemSeed);\n#endif\n \n SetAttribute_F0142CB9( /*inout */lifetime, + Lifetime_a);\n {\n float2 tmp_bn = GeneratePerlinNoise(uniform_e, + uniform_f.x, asint(uniform_g), uniform_f.y, uniform_f.z);\n float + tmp_bo = tmp_bn[0];\n float tmp_bq = tmp_bo - (float)-1;\n float + tmp_bs = tmp_bq / (float)2;\n float tmp_bt = tmp_bs * uniform_h;\n + \ float tmp_bu = uniform_d + tmp_bt;\n float tmp_bv = tmp_bu + * uniform_i;\n PositionSphere_0( /*inout */position, /*inout */seed, + \ /*inout */direction, ArcSphere_sphere_center_b, tmp_bv, ArcSphere_arc_b, (float)1);\n + \ }\n {\n float3 tmp_bn = position * uniform_k;\n float4 + tmp_bo = GeneratePerlinNoise(tmp_bn, uniform_l.x, asint(uniform_m), uniform_l.y, + uniform_l.z);\n float tmp_bp = tmp_bo[1];\n float tmp_bq + = tmp_bp * uniform_n;\n float tmp_br = tmp_bo[2];\n float + tmp_bs = tmp_br * uniform_n;\n float tmp_bt = tmp_bo[3];\n float + tmp_bu = tmp_bt * uniform_n;\n float3 tmp_bv = float3(tmp_bq, tmp_bs, + tmp_bu);\n float3 tmp_bw = tmp_bv * uniform_o;\n SetAttribute_C707D62A( + /*inout */position, tmp_bw);\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 - * 0x2 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index - * 0x4 + 0x11180) << 2,asuint(position));\n attributeBuffer.Store((index - * 0x1 + 0x33480) << 2,asuint(seed));\n attributeBuffer.Store3((index - * 0x4 + 0x3BD40) << 2,asuint(velocity));\n attributeBuffer.Store((index - * 0x2 + 0x1) << 2,asuint(age));\n attributeBuffer.Store((index * - 0x1 + 0x5E040) << 2,asuint(particleId));\n attributeBuffer.Store((index - * 0x1 + 0x66900) << 2,uint(alive));\n \n\n }\n#else\n uint - index = particleIndex;\n attributeBuffer.Store((index * 0x2 + 0x0) << - 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x11180) - << 2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x33480) - << 2,asuint(seed));\n attributeBuffer.Store3((index * 0x4 + 0x3BD40) - << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x2 + 0x1) << - 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + 0x5E040) << 2,asuint(particleId));\n - \ attributeBuffer.Store((index * 0x1 + 0x66900) << 2,uint(alive));\n \n\n#endif\n + * 0x3 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index + * 0x4 + 0x12540) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x2AC40) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 0x3 + 0x1) << 2,asuint(age));\n attributeBuffer.Store((index * + 0x1 + 0x43340) << 2,asuint(particleId));\n attributeBuffer.Store((index + * 0x3 + 0x2) << 2,uint(alive));\n \n\n }\n#else\n uint + index = particleIndex;\n attributeBuffer.Store((index * 0x3 + 0x0) << + 2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x12540) + << 2,asuint(position));\n attributeBuffer.Store3((index * 0x4 + 0x2AC40) + << 2,asuint(velocity));\n attributeBuffer.Store((index * 0x3 + 0x1) << + 2,asuint(age));\n attributeBuffer.Store((index * 0x1 + 0x43340) << 2,asuint(particleId));\n + \ attributeBuffer.Store((index * 0x3 + 0x2) << 2,uint(alive));\n \n\n#endif\n \ }\n}\n" - compute: 1 name: '[System 1]Update' @@ -1092,10 +806,13 @@ VisualEffectResource: VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_PARTICLEID_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 deltaTime_a;\n float uniform_c;\n float uniform_d;\n float - uniform_e;\n float uniform_f;\n float uniform_g;\n float uniform_h;\n - \ float uniform_i;\nCBUFFER_END\nTexture3D VectorField_a;\nSamplerState samplerVectorField_a;\n\n\n#include - \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include + \ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float3 + Position_e;\n float Intensity_a;\n float Drag_a;\n float deltaTime_a;\n + \ float uniform_g;\n float uniform_h;\n float uniform_i;\n float + uniform_j;\n float uniform_k;\n float uniform_l;\n float uniform_m;\n + \ float uniform_n;\n float uniform_o;\n float uniform_p;\n float + uniform_q;\n float uniform_r;\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 @@ -1107,13 +824,13 @@ VisualEffectResource: = 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 SetAttribute_99ECB8DD(inout + * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\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_99ECB8DD(inout float age, float Age) /*attribute:age Composition:Overwrite Source:Slot Random:Off - channels:XYZ */\n{\n age = Age;\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 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 + channels:XYZ */\n{\n age = Age;\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 SetAttribute_D238196D(inout float3 position, float3 Position) /*attribute:position Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n position *= Position;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, @@ -1124,72 +841,73 @@ VisualEffectResource: \ : 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 + 0x66900) << 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 + 0x11180) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3BD40) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * - 0x1 + 0x5E040) << 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(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), - (float)10, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_bj - = age > (float)0.3;\n\t\t\t bool tmp_bk = (bool)asuint(uniform_c) && tmp_bj;\n\t\t\t - \ float tmp_bl = tmp_bk ? (float)0.3 : age;\n\t\t\t SetAttribute_99ECB8DD( - /*inout */age, tmp_bl);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bk = FixedRand(particleId - ^ asuint(uniform_d));\n\t\t\t float tmp_bm = tmp_bk * (float)3;\n\t\t\t float - tmp_bn = (float)2 + tmp_bm;\n\t\t\t float tmp_bo = position[0];\n\t\t\t float - tmp_bp = max(tmp_bo, uniform_e);\n\t\t\t float tmp_bq = min(tmp_bp, uniform_f);\n\t\t\t - \ float tmp_br = tmp_bq - uniform_e;\n\t\t\t float tmp_bs = tmp_br * tmp_br;\n\t\t\t - \ float tmp_bu = pow(tmp_bs, (float)0.5);\n\t\t\t float tmp_bv = tmp_bu - / uniform_g;\n\t\t\t float tmp_bw = tmp_bn * tmp_bv;\n\t\t\t float tmp_bx - = (bool)asuint(uniform_c) ? (float)1 : tmp_bw;\n\t\t\t SetAttribute_F0142CB9( - /*inout */lifetime, tmp_bx);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bi = FixedRand(particleId - ^ asuint(uniform_i));\n\t\t\t float tmp_bj = deltaTime_a * tmp_bi;\n\t\t\t - \ float tmp_bk = uniform_h + tmp_bj;\n\t\t\t float tmp_bm = tmp_bk * (float)20;\n\t\t\t - \ Drag_0( /*inout */velocity, mass, tmp_bm, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t - \ SetAttribute_D238196D( /*inout */position, float3(1,0,1));\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, + alive = (attributeBuffer.Load((index * 0x3 + 0x2) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat + lifetime = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2AC40) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x3 + + 0x1) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + + 0x43340) << 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\tVectorFieldForce_267A9( /*inout */velocity, + mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), InvFieldTransform_a, + FieldTransform_a, Intensity_a, Drag_a, deltaTime_a);\n\t\t\t{\n\t\t\t float + tmp_br = FixedRand(particleId ^ asuint(uniform_j));\n\t\t\t float tmp_bs + = tmp_br * uniform_k;\n\t\t\t float tmp_bt = uniform_i + tmp_bs;\n\t\t\t + \ float tmp_bu = position[0];\n\t\t\t float tmp_bv = max(tmp_bu, uniform_l);\n\t\t\t + \ float tmp_bw = min(tmp_bv, uniform_m);\n\t\t\t float tmp_bx = tmp_bw + - uniform_l;\n\t\t\t float tmp_by = tmp_bx * tmp_bx;\n\t\t\t float tmp_ca + = pow(tmp_by, (float)0.5);\n\t\t\t float tmp_cb = tmp_ca / uniform_n;\n\t\t\t + \ float tmp_cc = tmp_bt * tmp_cb;\n\t\t\t float tmp_cd = (bool)asuint(uniform_g) + ? uniform_h : tmp_cc;\n\t\t\t SetAttribute_F0142CB9( /*inout */lifetime, + tmp_cd);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_br = age > uniform_o;\n\t\t\t + \ bool tmp_bs = (bool)asuint(uniform_g) && tmp_br;\n\t\t\t float tmp_bt + = age / lifetime;\n\t\t\t float tmp_bu = lifetime * tmp_bt;\n\t\t\t float + tmp_bv = tmp_bs ? uniform_o : tmp_bu;\n\t\t\t SetAttribute_99ECB8DD( /*inout + */age, tmp_bv);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_br = FixedRand(particleId + ^ asuint(uniform_q));\n\t\t\t float tmp_bs = deltaTime_a * tmp_br;\n\t\t\t + \ float tmp_bt = uniform_p + tmp_bs;\n\t\t\t float tmp_bu = tmp_bt * uniform_r;\n\t\t\t + \ Drag_0( /*inout */velocity, mass, tmp_bu, deltaTime_a);\n\t\t\t}\n\t\t\tSetAttribute_D238196D( + /*inout */position, Position_e);\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 + 0x0) << 2,asuint(lifetime));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x11180) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index - * 0x4 + 0x3BD40) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index - * 0x2 + 0x1) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + * 0x3 + 0x0) << 2,asuint(lifetime));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x12540) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x2AC40) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x3 + 0x1) << 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 + 0x66900) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex] + * 0x3 + 0x2) << 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 + 0x11180) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index - * 0x4 + 0x3BD40) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index - * 0x2 + 0x1) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 - + 0x5E040) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x1 + 0x66900) - << 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(0.2,0,0,0,0,0.2,0,0,0,0,0.2,0,0,0,0,1), float4x4(5,0,0,0,0,5,0,0,0,0,5,0,0,0,0,1), - (float)10, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t bool tmp_bj = age - > (float)0.3;\n\t\t bool tmp_bk = (bool)asuint(uniform_c) && tmp_bj;\n\t\t - \ float tmp_bl = tmp_bk ? (float)0.3 : age;\n\t\t SetAttribute_99ECB8DD( - /*inout */age, tmp_bl);\n\t\t}\n\t\t{\n\t\t float tmp_bk = FixedRand(particleId - ^ asuint(uniform_d));\n\t\t float tmp_bm = tmp_bk * (float)3;\n\t\t float - tmp_bn = (float)2 + tmp_bm;\n\t\t float tmp_bo = position[0];\n\t\t float - tmp_bp = max(tmp_bo, uniform_e);\n\t\t float tmp_bq = min(tmp_bp, uniform_f);\n\t\t - \ float tmp_br = tmp_bq - uniform_e;\n\t\t float tmp_bs = tmp_br * tmp_br;\n\t\t - \ float tmp_bu = pow(tmp_bs, (float)0.5);\n\t\t float tmp_bv = tmp_bu / - uniform_g;\n\t\t float tmp_bw = tmp_bn * tmp_bv;\n\t\t float tmp_bx = - (bool)asuint(uniform_c) ? (float)1 : tmp_bw;\n\t\t SetAttribute_F0142CB9( - /*inout */lifetime, tmp_bx);\n\t\t}\n\t\t{\n\t\t float tmp_bi = FixedRand(particleId - ^ asuint(uniform_i));\n\t\t float tmp_bj = deltaTime_a * tmp_bi;\n\t\t float - tmp_bk = uniform_h + tmp_bj;\n\t\t float tmp_bm = tmp_bk * (float)20;\n\t\t - \ Drag_0( /*inout */velocity, mass, tmp_bm, deltaTime_a);\n\t\t}\n\t\t{\n\t\t - \ SetAttribute_D238196D( /*inout */position, float3(1,0,1));\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.Store((index * 0x2 - + 0x0) << 2,asuint(lifetime));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x11180) - << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x3BD40) - << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(age));\n\t\tattributeBuffer.Store((index - * 0x1 + 0x66900) << 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint + * 0x3 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x12540) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x2AC40) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x3 + 0x1) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + + 0x43340) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x3 + 0x2) + << 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\tVectorFieldForce_267A9( + /*inout */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a), + InvFieldTransform_a, FieldTransform_a, Intensity_a, Drag_a, deltaTime_a);\n\t\t{\n\t\t + \ float tmp_br = FixedRand(particleId ^ asuint(uniform_j));\n\t\t float + tmp_bs = tmp_br * uniform_k;\n\t\t float tmp_bt = uniform_i + tmp_bs;\n\t\t + \ float tmp_bu = position[0];\n\t\t float tmp_bv = max(tmp_bu, uniform_l);\n\t\t + \ float tmp_bw = min(tmp_bv, uniform_m);\n\t\t float tmp_bx = tmp_bw - + uniform_l;\n\t\t float tmp_by = tmp_bx * tmp_bx;\n\t\t float tmp_ca = + pow(tmp_by, (float)0.5);\n\t\t float tmp_cb = tmp_ca / uniform_n;\n\t\t float + tmp_cc = tmp_bt * tmp_cb;\n\t\t float tmp_cd = (bool)asuint(uniform_g) ? + uniform_h : tmp_cc;\n\t\t SetAttribute_F0142CB9( /*inout */lifetime, tmp_cd);\n\t\t}\n\t\t{\n\t\t + \ bool tmp_br = age > uniform_o;\n\t\t bool tmp_bs = (bool)asuint(uniform_g) + && tmp_br;\n\t\t float tmp_bt = age / lifetime;\n\t\t float tmp_bu = lifetime + * tmp_bt;\n\t\t float tmp_bv = tmp_bs ? uniform_o : tmp_bu;\n\t\t SetAttribute_99ECB8DD( + /*inout */age, tmp_bv);\n\t\t}\n\t\t{\n\t\t float tmp_br = FixedRand(particleId + ^ asuint(uniform_q));\n\t\t float tmp_bs = deltaTime_a * tmp_br;\n\t\t float + tmp_bt = uniform_p + tmp_bs;\n\t\t float tmp_bu = tmp_bt * uniform_r;\n\t\t + \ Drag_0( /*inout */velocity, mass, tmp_bu, deltaTime_a);\n\t\t}\n\t\tSetAttribute_D238196D( + /*inout */position, Position_e);\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 * 0x3 + + 0x0) << 2,asuint(lifetime));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x12540) + << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x2AC40) + << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x3 + 0x1) << 2,asuint(age));\n\t\tattributeBuffer.Store((index + * 0x3 + 0x2) << 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 @@ -1201,19 +919,19 @@ VisualEffectResource: !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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT - 1\n\t\t#define VFX_USE_SEED_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_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 - \ float4 Angle_x_a;\n\t\t float4 Angle_y_a;\n\t\t float4 Angle_z_a;\n\t\t - \ float4 uniform_e;\n\t\t float Color_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 + 1\n\t\t#define VFX_USE_AGE_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_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 + \ 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 attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer @@ -1240,36 +958,30 @@ VisualEffectResource: 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_F9F85A53(inout float angleX, inout float angleY, inout float - angleZ, inout uint seed, float4 Angle_x, float4 Angle_y, float4 Angle_z) /*attribute:angle - Composition:Overwrite AlphaComposition:Overwrite SampleMode:Random Mode:PerComponent - ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = RAND;\n\t\t\t - \ float3 value = 0.0f;\n\t\t\t value[0] = SampleCurve(Angle_x, t);\n\t\t\t - \ value[1] = SampleCurve(Angle_y, t);\n\t\t\t value[2] = SampleCurve(Angle_z, - t);\n\t\t\t angleX = value.x;\n\t\t\t angleY = value.y;\n\t\t\t angleZ - = value.z;\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 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 + 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_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\tvoid 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\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\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 * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x11180) << 2));\n\t\t\t\t\t\tuint - seed = (attributeBuffer.Load((index * 0x1 + 0x33480) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3 + lifetime = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x43340) << 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 + 0x66900) << 2));\n\t\t\t\t\t\tfloat3 + alive = (attributeBuffer.Load((index * 0x3 + 0x2) << 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 @@ -1277,12 +989,12 @@ 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#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x66900) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x3 + 0x2) << 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 * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 - position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x11180) << 2));\n\t\t\t\t\t\tuint - seed = (attributeBuffer.Load((index * 0x1 + 0x33480) << 2));\n\t\t\t\t\t\tfloat - age = asfloat(attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load((index * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 2));\n\t\t\t\t\t\tuint + particleId = (attributeBuffer.Load((index * 0x1 + 0x43340) << 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 @@ -1290,20 +1002,19 @@ VisualEffectResource: pivotX = (float)0;\n\t\t\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\tAttributeFromCurve_F9F85A53( - /*inout */angleX, /*inout */angleY, /*inout */angleZ, /*inout */seed, Angle_x_a, - Angle_y_a, Angle_z_a);\n\t\t\t\t{\n\t\t\t\t float tmp_bf = age / lifetime;\n\t\t\t\t - \ float tmp_bg = SampleCurve(uniform_e,tmp_bf);\n\t\t\t\t SetAttribute_3278B22F( - /*inout */size, tmp_bg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t Orient_4( /*inout - */axisX, /*inout */axisY, /*inout */axisZ, float3(0,1,0), float3(1,0,0));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_48A86161( - /*inout */color, /*inout */alpha, age, lifetime, Color_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\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 + 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( + /*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 + 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 @@ -1332,76 +1043,94 @@ 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: 0 - name: '[System 1]B Line Output' - source: "Shader \"Hidden/VFX/System 1/(B) 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\tBlend + name: '[System 1]B Quad Output' + source: "Shader \"Hidden/VFX/System 1/(B) 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 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#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_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_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_BLENDMODE_ADD - 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\n\n\t\tCBUFFER_START(parameters)\n\t\t float uniform_b;\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#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 + 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_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_BLENDMODE_ADD 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 uniform_b;\n\t\t float uniform_d;\n\t\t float3 uniform_c;\n\t\t + \ 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 + 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\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 IS_TRANSPARENT_PARTICLE\n\t\t\t\tfloat 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 + }\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#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 + 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 and VFX_VARYING_POSCS must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include + 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_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\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 + 0x11180) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x5E040) << 2));\n\t\t\t\t\t\tfloat3 + \ 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_D5151642(inout + float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale + Composition:Overwrite 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\tvoid + 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\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\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 + 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 * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 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 + 0x66900) << 2));\n\t\t\t\t\t\tfloat3 + alive = (attributeBuffer.Load((index * 0x3 + 0x2) << 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 + 0x66900) << 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 + 0x11180) << 2));\n\t\t\t\t\t\tuint - particleId = (attributeBuffer.Load((index * 0x1 + 0x5E040) << 2));\n\t\t\t\t\t\tfloat3 + 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 * 0x3 + 0x2) << 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 * 0x3 + 0x0) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 2));\n\t\t\t\t\t\tfloat + age = asfloat(attributeBuffer.Load((index * 0x3 + 0x1) << 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 @@ -1409,42 +1138,35 @@ VisualEffectResource: pivotX = (float)0;\n\t\t\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\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 - \ float3 tmp_bb = position * float3(2.8,2.8,2.8);\n\t\t\t\t float3 tmp_be - = GeneratePerlinCurlNoise(tmp_bb, float3(0.3,0.5,2).x, (int)1, float3(0.3,0.5,2).y, - float3(0.3,0.5,2).z);\n\t\t\t\t float3 tmp_bg = tmp_be * float3(3.47,3.47,3.47);\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - tmp_bg);\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 float tmp_bc = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t - \ float tmp_be = tmp_bc * (float)1.2;\n\t\t\t\t float tmp_bf = (float)0.3 - + tmp_be;\n\t\t\t\t float3 tmp_bg = float3((float)0, tmp_bf, (float)0);\n\t\t\t\t - \ \n\t\t\t\t targetOffset = tmp_bg;\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\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\tfloat minThickness = thicknessMul - / sqrt(dot(normal * normal,_ScreenParams.xy * _ScreenParams.xy)); // min thickness - based on normal orientation and aspect ratio\n\t\t\t\tfloat minThickness0 = - minThickness * pos0.w;\n\t\t\t\tfloat minThickness1 = minThickness * pos1.w;\n\t\t\t\t\n\t\t\t\tconst - float thickness = 0.0f; // tmp\n\t\t\t\tfloat4 dPos0 = float4(normal * max(abs(minThickness0),thickness), - 0.0f, 0.0f);\n\t\t\t\tfloat4 dPos1 = float4(normal * max(abs(minThickness1),thickness), - 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 + 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, + 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, + 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( + /*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 + = 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 @@ -1453,83 +1175,260 @@ VisualEffectResource: 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 + defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_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\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 = 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\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]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 + 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_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n + \ float3 ArcSphere_sphere_center_b;\n float uniform_b;\n float3 uniform_h;\n + \ float uniform_c;\n float3 uniform_i;\n float uniform_d;\n float3 + uniform_l;\n float ArcSphere_sphere_radius_b;\n float3 Position_d;\n float + ArcSphere_arc_b;\n float3 Min_e;\n float uniform_j;\n float3 Max_e;\n + \ float uniform_k;\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}\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 * 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 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 float tmp_bm = FixedRand(particleId + ^ asuint(uniform_c));\n float tmp_bn = tmp_bm * uniform_d;\n float + tmp_bo = uniform_b + tmp_bn;\n SetAttribute_F0142CB9( /*inout */lifetime, + tmp_bo);\n }\n {\n PositionSphere_0( /*inout */position, + \ /*inout */seed, /*inout */direction, ArcSphere_sphere_center_b, ArcSphere_sphere_radius_b, + ArcSphere_arc_b, (float)1);\n }\n {\n float3 tmp_bm + = position * uniform_h;\n float4 tmp_bn = GeneratePerlinNoise(tmp_bm, + uniform_i.x, asint(uniform_j), uniform_i.y, uniform_i.z);\n float + tmp_bo = tmp_bn[1];\n float tmp_bp = tmp_bo * uniform_k;\n float + tmp_bq = tmp_bn[2];\n float tmp_br = tmp_bq * uniform_k;\n float + tmp_bs = tmp_bn[3];\n float tmp_bt = tmp_bs * uniform_k;\n float3 + tmp_bu = float3(tmp_bp, tmp_br, tmp_bt);\n float3 tmp_bv = tmp_bu + * uniform_l;\n SetAttribute_C707D62A( /*inout */position, tmp_bv);\n + \ }\n SetAttribute_D238196D( /*inout */position, Position_d);\n + \ SetAttribute_E6295C0( /*inout */velocity, /*inout */seed, Min_e, Max_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.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n + \ attributeBuffer.Store3((index * 0x4 + 0x800) << 2,asuint(position));\n + \ attributeBuffer.Store3((index * 0x4 + 0x2800) << 2,asuint(velocity));\n + \ attributeBuffer.Store((index * 0x4 + 0x2803) << 2,uint(alive));\n + \ attributeBuffer.Store((index * 0x1 + 0x4800) << 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 + 0x800) << 2,asuint(position));\n attributeBuffer.Store3((index + * 0x4 + 0x2800) << 2,asuint(velocity));\n attributeBuffer.Store((index + * 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' + 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 + 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE + 1\n\n\nCBUFFER_START(parameters)\n float4x4 InvFieldTransform_a;\n float4x4 + FieldTransform_a;\n float Roughness_a;\n float Intensity_a;\n float + Drag_a;\n float octaves_a;\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 + 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 + * 0x4 + 0x2803) << 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 + 0x800) << 2));\n\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2800) << 2));\n\t\t\tfloat + mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x1 + + 0x4800) << 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\tTurbulence_1(position, /*inout */velocity, + mass, InvFieldTransform_a, FieldTransform_a, Roughness_a, Intensity_a, Drag_a, + asuint(octaves_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 + 0x800) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index + * 0x4 + 0x2800) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index + * 0x1 + 0x4800) << 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 + 0x2803) << 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 + 0x800) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index + * 0x4 + 0x2800) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index + * 0x4 + 0x2803) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index + * 0x1 + 0x4800) << 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\tTurbulence_1(position, /*inout */velocity, mass, + InvFieldTransform_a, FieldTransform_a, Roughness_a, Intensity_a, Drag_a, asuint(octaves_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 + 0x800) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * + 0x4 + 0x2800) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x4 + + 0x2803) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x1 + 0x4800) + << 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]C Quad Output' - source: "Shader \"Hidden/VFX/System 1/(C) Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull + 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\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 + 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#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_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\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#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 + 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_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\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 Color_a;\n\t\t float smoothness;\n\t\t float metallic;\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#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 + 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\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 - : 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 + : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal + : TEXCOORD3;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation + float3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 + bentFactors : 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\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_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_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_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_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_D5151642(inout float scaleX, inout float scaleY, inout float scaleZ, - float3 Scale) /*attribute:scale Composition:Overwrite 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\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_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 - 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 + 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\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\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 + 0x11180) << 2));\n\t\t\t\t\t\tfloat3 + position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2800) << 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 + 0x66900) << 2));\n\t\t\t\t\t\tfloat3 + alive = (attributeBuffer.Load((index * 0x4 + 0x2803) << 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 @@ -1537,9 +1436,10 @@ 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#else\n\t\t\t\t\t\tbool - alive = (attributeBuffer.Load((index * 0x1 + 0x66900) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif + alive = (attributeBuffer.Load((index * 0x4 + 0x2803) << 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 + 0x11180) << 2));\n\t\t\t\t\t\tfloat3 + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x800) << 2));\n\t\t\t\t\t\tfloat3 + velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2800) << 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 @@ -1547,29 +1447,15 @@ VisualEffectResource: pivotX = (float)0;\n\t\t\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_bb = position * float3(2.8,2.8,2.8);\n\t\t\t\t float3 tmp_be - = GeneratePerlinCurlNoise(tmp_bb, float3(0.3,0.5,2).x, (int)1, float3(0.3,0.5,2).y, - float3(0.3,0.5,2).z);\n\t\t\t\t float3 tmp_bg = tmp_be * float3(3.47,3.47,3.47);\n\t\t\t\t - \ Orient_2( /*inout */axisX, /*inout */axisY, /*inout */axisZ, position, - tmp_bg);\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,-0.15,0));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t - \ float4 tmp_bd = GeneratePerlinNoise(position, float3(1,0.5,2).x, (int)1, - float3(1,0.5,2).y, float3(1,0.5,2).z);\n\t\t\t\t float tmp_be = tmp_bd[0];\n\t\t\t\t - \ float tmp_bg = tmp_be - (float)-1;\n\t\t\t\t float tmp_bi = tmp_bg / - (float)2;\n\t\t\t\t float tmp_bk = tmp_bi * (float)0.2;\n\t\t\t\t float - tmp_bl = (float)0.1 + tmp_bk;\n\t\t\t\t SetAttribute_3278B22F( /*inout */size, - tmp_bl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout */scaleX, - \ /*inout */scaleY, /*inout */scaleZ, float3(0.15,1,0));\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_FA15ADAA( /*inout */color, float3(0,0.1836467,1));\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\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 + 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\tSetAttribute_FA15ADAA( + /*inout */color, Color_a);\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\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 @@ -1590,13 +1476,65 @@ 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#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\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\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\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" + \"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 diffusionProfile = 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,diffusionProfile,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#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP @@ -1613,422 +1551,593 @@ VisualEffectResource: -= 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 + 0x11180) << 2));\n\t\t\n\n\t\t\n#if + = asfloat(attributeBuffer.Load3((index * 0x4 + 0x12540) << 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: - - op: 1 - valueIndex: 0 - data[0]: -1 - data[1]: -1 - data[2]: -1 - data[3]: 3 - - op: 5 - valueIndex: 3 - data[0]: 0 - data[1]: -1 - data[2]: 0 - data[3]: 3 - - op: 1 - valueIndex: 4 + - 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 + 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" + m_Infos: + m_Expressions: + m_Expressions: + - op: 1 + valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 7 + valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 5 - valueIndex: 8 - data[0]: 2 - data[1]: -1 - data[2]: 0 - data[3]: 3 - op: 1 - valueIndex: 9 + valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 10 + valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 5 + data[3]: 1 - op: 1 - valueIndex: 11 + valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 + data[3]: 1 + - op: 26 + valueIndex: 5 + data[0]: 0 + data[1]: 1 + data[2]: -1 + data[3]: 1 - op: 1 - valueIndex: 12 + valueIndex: 6 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 8 - valueIndex: 15 + data[3]: 1 + - op: 1 + valueIndex: 7 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 + data[3]: 3 - op: 1 - valueIndex: 16 + valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 + data[3]: 1 - op: 1 - valueIndex: 19 + valueIndex: 11 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 21 - valueIndex: 22 - data[0]: 3 - data[1]: 5 - data[2]: -1 data[3]: 1 - - op: 50 - valueIndex: 23 - data[0]: 7 - data[1]: 9 - data[2]: -1 - data[3]: 6 - op: 1 - valueIndex: 24 + valueIndex: 12 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 25 + valueIndex: 13 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 24 - valueIndex: 28 - data[0]: 1 - data[1]: 4 - data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 29 + valueIndex: 14 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 13 + data[3]: 1 + - op: 3 + valueIndex: 15 + data[0]: 12 + data[1]: 2 + data[2]: 11 + data[3]: -1 - op: 1 - valueIndex: 30 + valueIndex: 18 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 6 - - op: 21 - valueIndex: 31 - data[0]: 16 - data[1]: 16 - 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: 32 + valueIndex: 20 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: 1 - valueIndex: 33 + valueIndex: 24 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 34 + valueIndex: 25 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 1 + data[3]: 3 - op: 1 - valueIndex: 35 + valueIndex: 28 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 36 + valueIndex: 29 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 26 - valueIndex: 37 - data[0]: 3 - data[1]: 14 + - op: 25 + valueIndex: 30 + data[0]: 5 + data[1]: 4 data[2]: -1 data[3]: 1 - - op: 42 - valueIndex: 38 - data[0]: 17 - data[1]: 3 - data[2]: -1 - data[3]: -1 - - op: 50 - valueIndex: 39 - data[0]: 18 - data[1]: 9 + - op: 26 + valueIndex: 31 + data[0]: 6 + data[1]: 1 data[2]: -1 - data[3]: 6 - - op: 27 - valueIndex: 40 - data[0]: 19 - data[1]: 21 + data[3]: 1 + - op: 26 + valueIndex: 32 + data[0]: 3 + 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: 41 + valueIndex: 36 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 1 - valueIndex: 42 - data[0]: -1 + - op: 5 + valueIndex: 37 + data[0]: 19 data[1]: -1 + data[2]: 0 + data[3]: 3 + - op: 25 + valueIndex: 38 + data[0]: 23 + data[1]: 4 data[2]: -1 - data[3]: 13 + data[3]: 1 - op: 1 - valueIndex: 43 + valueIndex: 39 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 25 - valueIndex: 44 - data[0]: 25 - data[1]: 24 + - op: 26 + valueIndex: 40 + data[0]: 20 + data[1]: 1 data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 45 + valueIndex: 41 data[0]: -1 data[1]: -1 data[2]: -1 + data[3]: 5 + - op: 21 + valueIndex: 42 + data[0]: 16 + data[1]: 14 + data[2]: -1 data[3]: 1 - op: 1 - valueIndex: 46 + valueIndex: 43 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - - op: 6 + - op: 21 + valueIndex: 44 + data[0]: 13 + data[1]: 13 + data[2]: -1 + data[3]: 3 + - op: 26 valueIndex: 47 - data[0]: -1 - data[1]: -1 + data[0]: 21 + data[1]: 1 data[2]: -1 - data[3]: -1 + data[3]: 1 - op: 21 valueIndex: 48 - data[0]: 26 - data[1]: 22 + data[0]: 17 + data[1]: 17 data[2]: -1 - data[3]: 1 + data[3]: 3 - op: 1 - valueIndex: 49 + valueIndex: 51 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 3 - - op: 7 + data[3]: 1 + - op: 1 valueIndex: 52 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: -1 + data[3]: 6 - op: 1 valueIndex: 53 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 13 - - op: 1 + data[3]: 1 + - op: 8 valueIndex: 54 data[0]: -1 data[1]: -1 data[2]: -1 - data[3]: 17 - - op: 42 + data[3]: -1 + - op: 25 valueIndex: 55 data[0]: 30 - data[1]: 3 - data[2]: -1 - data[3]: -1 - - op: 21 - valueIndex: 56 - data[0]: 32 - data[1]: 33 + data[1]: 4 data[2]: -1 data[3]: 1 - - op: 56 - valueIndex: 57 + - op: 5 + valueIndex: 56 data[0]: 36 data[1]: -1 - data[2]: -1 + data[2]: 2 + data[3]: 3 + - op: 3 + valueIndex: 57 + data[0]: 29 + data[1]: 28 + data[2]: 35 data[3]: -1 - 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