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5606 行
167 KiB
5606 行
167 KiB
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name: '[System 1]Initialize'
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source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
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VFX_USE_SIZE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
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\ float valueScale_c;\n float3 valueBias_b;\n uint PADDING_0;\n float3
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valueScale_b;\n uint PADDING_1;\nCBUFFER_END\nTexture2D attributeMap_a;\nSamplerState
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samplerattributeMap_a;\nTexture2D attributeMap_b;\nSamplerState samplerattributeMap_b;\nTexture2D
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attributeMap_c;\nSamplerState samplerattributeMap_c;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
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\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
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attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
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!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
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\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
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systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
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deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
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fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
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VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
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inputAdditional;\n#endif\n\nvoid AttributeFromMap_6F6C3099(inout float3 position,
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uint particleId, VFXSampler2D attributeMap, float3 valueBias, float3 valueScale)
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/*attribute:position Composition:Overwrite SampleMode:Sequential channels:XYZ
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*/\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
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height);\n uint count = width * height;\n uint id = particleId % count;\n
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\ uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x,
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y, 0));\n value = (value + valueBias) * valueScale;\n position = value;\n}\nvoid
|
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AttributeFromMap_9AAC619(inout float3 color, uint particleId, VFXSampler2D attributeMap,
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float3 valueBias, float3 valueScale) /*attribute:color Composition:Overwrite
|
|
SampleMode:Sequential channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
|
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height);\n uint count = width * height;\n uint id = particleId % count;\n
|
|
\ uint y = id / width;\n uint x = id - y * width;\n float3 value = (float3)attributeMap.t.Load(int3(x,
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y, 0));\n value = (value + valueBias) * valueScale;\n color = value;\n}\nvoid
|
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AttributeFromMap_6BD09921(inout float size, uint particleId, VFXSampler2D attributeMap,
|
|
float valueBias, float valueScale) /*attribute:size Composition:Overwrite SampleMode:Sequential
|
|
channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
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height);\n uint count = width * height;\n uint id = particleId % count;\n
|
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\ uint y = id / width;\n uint x = id - y * width;\n float value = (float)attributeMap.t.Load(int3(x,
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|
y, 0));\n value = (value + valueBias) * valueScale;\n size = value;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
|
|
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
|
|
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
|
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!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
|
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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
|
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on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
|
|
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
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= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int
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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
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+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
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\ if (id < currentSumSpawnCount)\n {\n break;\n
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\ }\n }\n */\n \n\n#endif\n float3 position
|
|
= float3(0,0,0);\n uint particleId = (uint)0;\n float3 color =
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|
float3(1,1,1);\n float size = (float)0.1;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n
|
|
\ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed
|
|
= WangHash(particleIndex ^ systemSeed);\n#endif\n \n AttributeFromMap_6F6C3099(
|
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/*inout */position, particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
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|
valueBias_a, valueScale_a);\n AttributeFromMap_9AAC619( /*inout */color,
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particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), valueBias_b,
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|
valueScale_b);\n AttributeFromMap_6BD09921( /*inout */size, particleId,
|
|
GetVFXSampler(attributeMap_c, samplerattributeMap_c), valueBias_c, valueScale_c);\n
|
|
\ \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
|
|
deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(particleId));\n
|
|
\ attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(color));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x7) << 2,asuint(size));\n
|
|
\ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index *
|
|
0x8 + 0x3) << 2,asuint(particleId));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x4) << 2,asuint(color));\n attributeBuffer.Store((index * 0x8
|
|
+ 0x7) << 2,asuint(size));\n \n\n#endif\n }\n}\n"
|
|
- compute: 0
|
|
name: '[System 1]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
|
|
Off\n\t\t\n\t\tTags { \"Queue\"=\"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
|
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SrcAlpha One\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
|
|
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
|
|
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT
|
|
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
|
|
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
|
|
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
|
|
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define
|
|
VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define
|
|
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
|
|
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
|
|
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define
|
|
VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
|
|
\ float4 uniform_b;\n\t\t float3 uniform_l;\n\t\t float uniform_c;\n\t\t
|
|
\ float3 uniform_m;\n\t\t float uniform_d;\n\t\t float uniform_e;\n\t\t
|
|
\ float uniform_f;\n\t\t float uniform_g;\n\t\t float uniform_h;\n\t\t
|
|
\ float uniform_i;\n\t\t float uniform_j;\n\t\t float uniform_k;\n\t\t
|
|
\ float uniform_n;\n\t\t float uniform_o;\n\t\t float uniform_p;\n\t\t
|
|
\ float uniform_q;\n\t\t float uniform_r;\n\t\t float uniform_s;\n\t\t
|
|
\ uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState
|
|
samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
|
|
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
|
|
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
|
|
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
|
|
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
|
|
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\n\t\t//
|
|
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
|
|
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\t\n\t\t\tstruct
|
|
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
|
|
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
|
|
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
|
|
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
|
|
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
|
|
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
|
|
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
|
|
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
|
|
VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
|
|
VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
|
|
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#if
|
|
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
|
|
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
|
|
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
|
|
Orient_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
|
|
\ axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if
|
|
VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t
|
|
\ axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ
|
|
= cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t
|
|
\ #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid 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_CAC29747(inout
|
|
float3 position, float3 Position) /*attribute:position Composition:Overwrite
|
|
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
|
|
SubpixelAA(float3 position, inout float alpha, float size, inout float scaleX,
|
|
inout float scaleY)\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = size
|
|
* float2(scaleX, scaleY);\n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
|
|
\ float minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
|
|
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
|
|
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
|
|
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y
|
|
/ size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3
|
|
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
|
|
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
|
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
|
scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
|
|
alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn
|
|
o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x0) << 2));\n\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index
|
|
* 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat size = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
|
|
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
|
|
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
|
|
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
|
|
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
|
|
scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tOrient_0(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ);\n\t\t\t\t{\n\t\t\t\t float
|
|
tmp_bl = (float)particleId;\n\t\t\t\t float tmp_bm = tmp_bl + uniform_d;\n\t\t\t\t
|
|
\ float tmp_bn = FixedRand(particleId ^ asuint(uniform_f));\n\t\t\t\t float
|
|
tmp_bo = tmp_bn * uniform_g;\n\t\t\t\t float tmp_bp = uniform_e + tmp_bo;\n\t\t\t\t
|
|
\ float3 tmp_bq = float3(tmp_bp, uniform_h, uniform_i);\n\t\t\t\t float2
|
|
tmp_br = GenerateValueNoise(tmp_bm, tmp_bq.x, asint(uniform_j), tmp_bq.y, tmp_bq.z);\n\t\t\t\t
|
|
\ float tmp_bs = tmp_br[0];\n\t\t\t\t float tmp_bt = tmp_bs * uniform_k;\n\t\t\t\t
|
|
\ float tmp_bu = uniform_c + tmp_bt;\n\t\t\t\t float tmp_bv = SampleCurve(uniform_b,tmp_bu);\n\t\t\t\t
|
|
\ SetAttribute_CEEAF35C( /*inout */alpha, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ float3 tmp_bl = position - uniform_l;\n\t\t\t\t float3 tmp_bm = uniform_m
|
|
* tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bm[2];\n\t\t\t\t float tmp_bo =
|
|
tmp_bm[1];\n\t\t\t\t float tmp_bp = tmp_bn + tmp_bo;\n\t\t\t\t float tmp_bq
|
|
= tmp_bm[0];\n\t\t\t\t float tmp_br = tmp_bp + tmp_bq;\n\t\t\t\t float3
|
|
tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = uniform_m
|
|
* tmp_bs;\n\t\t\t\t float3 tmp_bu = uniform_l + tmp_bt;\n\t\t\t\t float3
|
|
tmp_bv = position - tmp_bu;\n\t\t\t\t float tmp_bw = FixedRand(particleId
|
|
^ asuint(uniform_o));\n\t\t\t\t float tmp_bx = uniform_n * tmp_bw;\n\t\t\t\t
|
|
\ float tmp_by = uniform_d + tmp_bx;\n\t\t\t\t float tmp_bz = tmp_by *
|
|
uniform_p;\n\t\t\t\t float tmp_ca = cos(tmp_bz);\n\t\t\t\t float3 tmp_cb
|
|
= float3(tmp_ca, tmp_ca, tmp_ca);\n\t\t\t\t float3 tmp_cc = tmp_bv * tmp_cb;\n\t\t\t\t
|
|
\ float3 tmp_cd = tmp_bu + tmp_cc;\n\t\t\t\t float tmp_ce = tmp_bv[1];\n\t\t\t\t
|
|
\ float tmp_cf = tmp_ce * uniform_q;\n\t\t\t\t float tmp_cg = tmp_bv[2];\n\t\t\t\t
|
|
\ float tmp_ch = tmp_cg * uniform_r;\n\t\t\t\t float tmp_ci = tmp_cf -
|
|
tmp_ch;\n\t\t\t\t float tmp_cj = tmp_cg * uniform_s;\n\t\t\t\t float tmp_ck
|
|
= tmp_bv[0];\n\t\t\t\t float tmp_cl = tmp_ck * uniform_q;\n\t\t\t\t float
|
|
tmp_cm = tmp_cj - tmp_cl;\n\t\t\t\t float tmp_cn = tmp_ck * uniform_r;\n\t\t\t\t
|
|
\ float tmp_co = tmp_ce * uniform_s;\n\t\t\t\t float tmp_cp = tmp_cn -
|
|
tmp_co;\n\t\t\t\t float3 tmp_cq = float3(tmp_ci, tmp_cm, tmp_cp);\n\t\t\t\t
|
|
\ float tmp_cr = sin(tmp_bz);\n\t\t\t\t float3 tmp_cs = float3(tmp_cr,
|
|
tmp_cr, tmp_cr);\n\t\t\t\t float3 tmp_ct = tmp_cq * tmp_cs;\n\t\t\t\t float3
|
|
tmp_cu = tmp_cd + tmp_ct;\n\t\t\t\t SetAttribute_CAC29747( /*inout */position,
|
|
tmp_cu);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(position, /*inout */alpha, size, /*inout
|
|
*/scaleX, /*inout */scaleY);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
|
|
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y
|
|
= float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst
|
|
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
|
|
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst
|
|
float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
|
|
= TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat
|
|
normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL
|
|
= normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
|
|
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets
|
|
* bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT
|
|
&& defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
|
|
VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA
|
|
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
|
|
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
|
|
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
|
|
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
|
|
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
|
|
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
|
|
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
|
|
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
|
|
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
|
|
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
|
|
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
|
|
o = (ps_output)0;\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
|
|
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\n\t\t\t\to.color
|
|
= VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
|
|
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
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