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'[Cables]Initialize Particle Strip' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define STRIP_COUNT 32u\n#define PARTICLE_PER_STRIP_COUNT 128u\n#define HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct Attributes\n{\n uint particleId;\n float3 position;\n uint seed;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\n\r\n\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex) + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\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\r\n#endif\r\n\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n attributes.particleId = (uint)0;\n attributes.position = float3(0, 0, 0);\n attributes.seed = (uint)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\tuint stripIndex = (uint)0;\n\t\t{\n\t\t uint tmp_s = attributes.particleId / (uint)128;\n\t\t \n\t\t stripIndex = tmp_s;\n\t\t}\n\t\t\n\r\n#else\r\n uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes, stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random with strip\r\n#endif\r\n \r\n \r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.particleId));\n attributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(attributes.position));\n attributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(attributes.seed));\n \n\r\n }\r\n }\r\n}\r\n" - compute: 1 name: '[Cables]Update Particle Strip' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEINDEXINSTRIP_CURRENT 1\n#define VFX_USE_STRIPINDEX_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define STRIP_COUNT 32u\n#define PARTICLE_PER_STRIP_COUNT 128u\n#define HAS_STRIPS 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n float4 uniform_i;\n float4 uniform_l;\n float3 uniform_j;\n float uniform_b;\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_k;\n uint PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n uint particleId;\n float3 position;\n uint particleIndexInStrip;\n uint stripIndex;\n uint seed;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_b;\nSamplerState samplertexture_b;\nfloat4 texture_b_TexelSize;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\tattributes.particleIndexInStrip = (uint)0;\n\t\t\tattributes.stripIndex = (uint)0;\n\t\t\tattributes.seed = (attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t float tmp_bd = (float)attributes.particleIndexInStrip;\n\t\t\t float tmp_bf = tmp_bd / (float)127;\n\t\t\t uint tmp_bg = attributes.stripIndex ^ asuint(uniform_c);\n\t\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t\t float tmp_bi = tmp_bh * uniform_d;\n\t\t\t float tmp_bj = uniform_b + tmp_bi;\n\t\t\t float tmp_bk = tmp_bf * tmp_bj;\n\t\t\t float tmp_bl = tmp_bk * uniform_e;\n\t\t\t uint tmp_bm = (uint)tmp_bl;\n\t\t\t uint tmp_bo = tmp_bm > (uint)0 ? tmp_bm : (uint)0;\n\t\t\t uint tmp_bp = tmp_bo < asuint(uniform_f) ? tmp_bo : asuint(uniform_f);\n\t\t\t float tmp_bq = (float)tmp_bp;\n\t\t\t float3 tmp_bs = float3(tmp_bq, (float)0, (float)0);\n\t\t\t float4 tmp_bt = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bs);\n\t\t\t float tmp_bu = tmp_bt[0];\n\t\t\t float tmp_bv = tmp_bt[1];\n\t\t\t float tmp_bw = tmp_bt[2];\n\t\t\t float3 tmp_bx = float3(tmp_bu, tmp_bv, tmp_bw);\n\t\t\t float tmp_bz = frac(tmp_bl);\n\t\t\t float tmp_ca = max(tmp_bz, (float)0);\n\t\t\t float tmp_cb = min(tmp_ca, (float)1);\n\t\t\t float tmp_cc = (float)1 - tmp_cb;\n\t\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t\t float3 tmp_ce = tmp_bx * tmp_cd;\n\t\t\t float3 tmp_cf = tmp_ce * tmp_cd;\n\t\t\t float3 tmp_cg = tmp_cf * tmp_cd;\n\t\t\t int tmp_ci = (int)tmp_bm;\n\t\t\t int tmp_ck = tmp_ci + (int)1;\n\t\t\t int tmp_cm = max(tmp_ck, (int)0);\n\t\t\t int tmp_cn = min(tmp_cm, asint(uniform_g));\n\t\t\t uint tmp_co = (uint)tmp_cn;\n\t\t\t float tmp_cp = (float)tmp_co;\n\t\t\t float3 tmp_cq = float3(tmp_cp, (float)0, (float)0);\n\t\t\t float4 tmp_cr = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cq);\n\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t float tmp_ct = tmp_cr[1];\n\t\t\t float tmp_cu = tmp_cr[2];\n\t\t\t float3 tmp_cv = float3(tmp_cs, tmp_ct, tmp_cu);\n\t\t\t uint tmp_cx = tmp_bm + (uint)4294967295;\n\t\t\t int tmp_cy = (int)tmp_cx;\n\t\t\t int tmp_cz = max(tmp_cy, (int)0);\n\t\t\t int tmp_da = min(tmp_cz, asint(uniform_g));\n\t\t\t uint tmp_db = (uint)tmp_da;\n\t\t\t float tmp_dc = (float)tmp_db;\n\t\t\t float3 tmp_dd = float3(tmp_dc, (float)0, (float)0);\n\t\t\t float4 tmp_de = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_dd);\n\t\t\t float tmp_df = tmp_de[0];\n\t\t\t float tmp_dg = tmp_de[1];\n\t\t\t float tmp_dh = tmp_de[2];\n\t\t\t float3 tmp_di = float3(tmp_df, tmp_dg, tmp_dh);\n\t\t\t float3 tmp_dj = tmp_cv - tmp_di;\n\t\t\t float3 tmp_dk = tmp_dj * tmp_dj;\n\t\t\t float tmp_dl = tmp_dk[2];\n\t\t\t float tmp_dm = tmp_dk[1];\n\t\t\t float tmp_dn = tmp_dl + tmp_dm;\n\t\t\t float tmp_do = tmp_dk[0];\n\t\t\t float tmp_dp = tmp_dn + tmp_do;\n\t\t\t float tmp_dr = pow(tmp_dp, (float)0.5);\n\t\t\t float tmp_ds = (float)1 / tmp_dr;\n\t\t\t float3 tmp_dt = float3(tmp_ds, tmp_ds, tmp_ds);\n\t\t\t float3 tmp_du = tmp_dj * tmp_dt;\n\t\t\t float3 tmp_dv = tmp_cv - tmp_bx;\n\t\t\t float3 tmp_dx = tmp_dv * float3(0.333000004, 0.333000004, 0.333000004);\n\t\t\t float3 tmp_dy = tmp_du * tmp_dx;\n\t\t\t float tmp_dz = tmp_dy[2];\n\t\t\t float tmp_ea = tmp_dy[1];\n\t\t\t float tmp_eb = tmp_dz + tmp_ea;\n\t\t\t float tmp_ec = tmp_dy[0];\n\t\t\t float tmp_ed = tmp_eb + tmp_ec;\n\t\t\t float tmp_ee = abs(tmp_ed);\n\t\t\t float3 tmp_ef = tmp_dv * tmp_dv;\n\t\t\t float tmp_eg = tmp_ef[2];\n\t\t\t float tmp_eh = tmp_ef[1];\n\t\t\t float tmp_ei = tmp_eg + tmp_eh;\n\t\t\t float tmp_ej = tmp_ef[0];\n\t\t\t float tmp_ek = tmp_ei + tmp_ej;\n\t\t\t float tmp_el = pow(tmp_ek, (float)0.5);\n\t\t\t float tmp_en = tmp_el * (float)0.166500002;\n\t\t\t float tmp_eo = max(tmp_ee, tmp_en);\n\t\t\t float3 tmp_ep = float3(tmp_eo, tmp_eo, tmp_eo);\n\t\t\t float3 tmp_eq = tmp_du * tmp_ep;\n\t\t\t float3 tmp_er = tmp_bx + tmp_eq;\n\t\t\t float3 tmp_es = float3(3, 3, 3) * tmp_er;\n\t\t\t float3 tmp_et = tmp_es * tmp_cd;\n\t\t\t float3 tmp_eu = tmp_et * tmp_cd;\n\t\t\t float3 tmp_ev = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t float3 tmp_ew = tmp_eu * tmp_ev;\n\t\t\t float3 tmp_ex = tmp_cg + tmp_ew;\n\t\t\t uint tmp_ez = tmp_bm + (uint)2;\n\t\t\t int tmp_fa = (int)tmp_ez;\n\t\t\t int tmp_fb = max(tmp_fa, (int)0);\n\t\t\t int tmp_fc = min(tmp_fb, asint(uniform_g));\n\t\t\t uint tmp_fd = (uint)tmp_fc;\n\t\t\t float tmp_fe = (float)tmp_fd;\n\t\t\t float3 tmp_ff = float3(tmp_fe, (float)0, (float)0);\n\t\t\t float4 tmp_fg = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ff);\n\t\t\t float tmp_fh = tmp_fg[0];\n\t\t\t float tmp_fi = tmp_fg[1];\n\t\t\t float tmp_fj = tmp_fg[2];\n\t\t\t float3 tmp_fk = float3(tmp_fh, tmp_fi, tmp_fj);\n\t\t\t float3 tmp_fl = tmp_fk - tmp_bx;\n\t\t\t float3 tmp_fm = tmp_fl * tmp_fl;\n\t\t\t float tmp_fn = tmp_fm[2];\n\t\t\t float tmp_fo = tmp_fm[1];\n\t\t\t float tmp_fp = tmp_fn + tmp_fo;\n\t\t\t float tmp_fq = tmp_fm[0];\n\t\t\t float tmp_fr = tmp_fp + tmp_fq;\n\t\t\t float tmp_fs = pow(tmp_fr, (float)0.5);\n\t\t\t float tmp_ft = (float)1 / tmp_fs;\n\t\t\t float3 tmp_fu = float3(tmp_ft, tmp_ft, tmp_ft);\n\t\t\t float3 tmp_fv = tmp_fl * tmp_fu;\n\t\t\t float3 tmp_fw = tmp_dx * tmp_fv;\n\t\t\t float tmp_fx = tmp_fw[2];\n\t\t\t float tmp_fy = tmp_fw[1];\n\t\t\t float tmp_fz = tmp_fx + tmp_fy;\n\t\t\t float tmp_ga = tmp_fw[0];\n\t\t\t float tmp_gb = tmp_fz + tmp_ga;\n\t\t\t float tmp_gc = abs(tmp_gb);\n\t\t\t float tmp_gd = max(tmp_en, tmp_gc);\n\t\t\t float3 tmp_ge = float3(tmp_gd, tmp_gd, tmp_gd);\n\t\t\t float3 tmp_gf = tmp_fv * tmp_ge;\n\t\t\t float3 tmp_gh = tmp_gf * float3(-1, -1, -1);\n\t\t\t float3 tmp_gi = tmp_gh + tmp_cv;\n\t\t\t float3 tmp_gj = float3(3, 3, 3) * tmp_gi;\n\t\t\t float3 tmp_gk = tmp_gj * tmp_cd;\n\t\t\t float3 tmp_gl = tmp_gk * tmp_ev;\n\t\t\t float3 tmp_gm = tmp_gl * tmp_ev;\n\t\t\t float3 tmp_gn = tmp_ex + tmp_gm;\n\t\t\t float3 tmp_go = tmp_cv * tmp_ev;\n\t\t\t float3 tmp_gp = tmp_go * tmp_ev;\n\t\t\t float3 tmp_gq = tmp_gp * tmp_ev;\n\t\t\t float3 tmp_gr = tmp_gn + tmp_gq;\n\t\t\t float tmp_gt = SampleCurve(uniform_i,tmp_bk);\n\t\t\t float tmp_gu = uniform_h * tmp_gt;\n\t\t\t float tmp_gv = (float)-1 * tmp_gu;\n\t\t\t float3 tmp_gw = float3(tmp_gv, tmp_gv, tmp_gv);\n\t\t\t int tmp_gx = (int)attributes.stripIndex;\n\t\t\t uint tmp_gy = (uint)tmp_gx;\n\t\t\t uint tmp_gz = tmp_gy ^ asuint(uniform_c);\n\t\t\t float tmp_ha = FixedRand(tmp_gz);\n\t\t\t float tmp_hc = tmp_ha * (float)2;\n\t\t\t float tmp_hd = (float)-1 + tmp_hc;\n\t\t\t uint tmp_hf = tmp_gy ^ (uint)8098498;\n\t\t\t uint tmp_hg = tmp_hf ^ asuint(uniform_c);\n\t\t\t float tmp_hh = FixedRand(tmp_hg);\n\t\t\t float tmp_hi = tmp_hh * (float)2;\n\t\t\t float tmp_hj = (float)-1 + tmp_hi;\n\t\t\t uint tmp_hl = tmp_hf ^ (uint)132165;\n\t\t\t uint tmp_hm = tmp_hl ^ asuint(uniform_c);\n\t\t\t float tmp_hn = FixedRand(tmp_hm);\n\t\t\t float tmp_ho = tmp_hn * (float)2;\n\t\t\t float tmp_hp = (float)-1 + tmp_ho;\n\t\t\t float3 tmp_hq = float3(tmp_hd, tmp_hj, tmp_hp);\n\t\t\t float3 tmp_hr = max(tmp_hq, float3(-1, -1, -1));\n\t\t\t float3 tmp_ht = min(tmp_hr, float3(1, 1, 1));\n\t\t\t float3 tmp_hu = tmp_ht - float3(-1, -1, -1);\n\t\t\t float3 tmp_hw = tmp_hu / float3(2, 2, 2);\n\t\t\t float3 tmp_hx = float3(tmp_gu, tmp_gu, tmp_gu);\n\t\t\t float3 tmp_hy = tmp_hx - tmp_gw;\n\t\t\t float3 tmp_hz = tmp_hw * tmp_hy;\n\t\t\t float3 tmp_ia = tmp_gw + tmp_hz;\n\t\t\t float3 tmp_ib = tmp_gr + tmp_ia;\n\t\t\t float tmp_ic = (float)attributes.stripIndex;\n\t\t\t float3 tmp_id = float3(tmp_bk, tmp_ic, (float)0);\n\t\t\t float3 tmp_ie = GeneratePerlinCurlNoise(tmp_id, uniform_j.x, (int)1, uniform_j.y, uniform_j.z);\n\t\t\t float tmp_if = SampleCurve(uniform_l,tmp_bk);\n\t\t\t float tmp_ig = uniform_k * tmp_if;\n\t\t\t float3 tmp_ih = float3(tmp_ig, tmp_ig, tmp_ig);\n\t\t\t float3 tmp_ii = tmp_ie * tmp_ih;\n\t\t\t float3 tmp_ij = tmp_ib + tmp_ii;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_ij);\n\t\t\t}\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(attributes.seed));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip = GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE, stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE, stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n#if USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer, STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n attributes.stripAlive = false;\r\n \r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.particleId = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\tattributes.particleIndexInStrip = (uint)0;\n\t\tattributes.stripIndex = (uint)0;\n\t\tattributes.seed = (attributeBuffer.Load((index * 0x1 + 0x5000) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float tmp_bd = (float)attributes.particleIndexInStrip;\n\t\t float tmp_bf = tmp_bd / (float)127;\n\t\t uint tmp_bg = attributes.stripIndex ^ asuint(uniform_c);\n\t\t float tmp_bh = FixedRand(tmp_bg);\n\t\t float tmp_bi = tmp_bh * uniform_d;\n\t\t float tmp_bj = uniform_b + tmp_bi;\n\t\t float tmp_bk = tmp_bf * tmp_bj;\n\t\t float tmp_bl = tmp_bk * uniform_e;\n\t\t uint tmp_bm = (uint)tmp_bl;\n\t\t uint tmp_bo = tmp_bm > (uint)0 ? tmp_bm : (uint)0;\n\t\t uint tmp_bp = tmp_bo < asuint(uniform_f) ? tmp_bo : asuint(uniform_f);\n\t\t float tmp_bq = (float)tmp_bp;\n\t\t float3 tmp_bs = float3(tmp_bq, (float)0, (float)0);\n\t\t float4 tmp_bt = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_bs);\n\t\t float tmp_bu = tmp_bt[0];\n\t\t float tmp_bv = tmp_bt[1];\n\t\t float tmp_bw = tmp_bt[2];\n\t\t float3 tmp_bx = float3(tmp_bu, tmp_bv, tmp_bw);\n\t\t float tmp_bz = frac(tmp_bl);\n\t\t float tmp_ca = max(tmp_bz, (float)0);\n\t\t float tmp_cb = min(tmp_ca, (float)1);\n\t\t float tmp_cc = (float)1 - tmp_cb;\n\t\t float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n\t\t float3 tmp_ce = tmp_bx * tmp_cd;\n\t\t float3 tmp_cf = tmp_ce * tmp_cd;\n\t\t float3 tmp_cg = tmp_cf * tmp_cd;\n\t\t int tmp_ci = (int)tmp_bm;\n\t\t int tmp_ck = tmp_ci + (int)1;\n\t\t int tmp_cm = max(tmp_ck, (int)0);\n\t\t int tmp_cn = min(tmp_cm, asint(uniform_g));\n\t\t uint tmp_co = (uint)tmp_cn;\n\t\t float tmp_cp = (float)tmp_co;\n\t\t float3 tmp_cq = float3(tmp_cp, (float)0, (float)0);\n\t\t float4 tmp_cr = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cq);\n\t\t float tmp_cs = tmp_cr[0];\n\t\t float tmp_ct = tmp_cr[1];\n\t\t float tmp_cu = tmp_cr[2];\n\t\t float3 tmp_cv = float3(tmp_cs, tmp_ct, tmp_cu);\n\t\t uint tmp_cx = tmp_bm + (uint)4294967295;\n\t\t int tmp_cy = (int)tmp_cx;\n\t\t int tmp_cz = max(tmp_cy, (int)0);\n\t\t int tmp_da = min(tmp_cz, asint(uniform_g));\n\t\t uint tmp_db = (uint)tmp_da;\n\t\t float tmp_dc = (float)tmp_db;\n\t\t float3 tmp_dd = float3(tmp_dc, (float)0, (float)0);\n\t\t float4 tmp_de = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_dd);\n\t\t float tmp_df = tmp_de[0];\n\t\t float tmp_dg = tmp_de[1];\n\t\t float tmp_dh = tmp_de[2];\n\t\t float3 tmp_di = float3(tmp_df, tmp_dg, tmp_dh);\n\t\t float3 tmp_dj = tmp_cv - tmp_di;\n\t\t float3 tmp_dk = tmp_dj * tmp_dj;\n\t\t float tmp_dl = tmp_dk[2];\n\t\t float tmp_dm = tmp_dk[1];\n\t\t float tmp_dn = tmp_dl + tmp_dm;\n\t\t float tmp_do = tmp_dk[0];\n\t\t float tmp_dp = tmp_dn + tmp_do;\n\t\t float tmp_dr = pow(tmp_dp, (float)0.5);\n\t\t float tmp_ds = (float)1 / tmp_dr;\n\t\t float3 tmp_dt = float3(tmp_ds, tmp_ds, tmp_ds);\n\t\t float3 tmp_du = tmp_dj * tmp_dt;\n\t\t float3 tmp_dv = tmp_cv - tmp_bx;\n\t\t float3 tmp_dx = tmp_dv * float3(0.333000004, 0.333000004, 0.333000004);\n\t\t float3 tmp_dy = tmp_du * tmp_dx;\n\t\t float tmp_dz = tmp_dy[2];\n\t\t float tmp_ea = tmp_dy[1];\n\t\t float tmp_eb = tmp_dz + tmp_ea;\n\t\t float tmp_ec = tmp_dy[0];\n\t\t float tmp_ed = tmp_eb + tmp_ec;\n\t\t float tmp_ee = abs(tmp_ed);\n\t\t float3 tmp_ef = tmp_dv * tmp_dv;\n\t\t float tmp_eg = tmp_ef[2];\n\t\t float tmp_eh = tmp_ef[1];\n\t\t float tmp_ei = tmp_eg + tmp_eh;\n\t\t float tmp_ej = tmp_ef[0];\n\t\t float tmp_ek = tmp_ei + tmp_ej;\n\t\t float tmp_el = pow(tmp_ek, (float)0.5);\n\t\t float tmp_en = tmp_el * (float)0.166500002;\n\t\t float tmp_eo = max(tmp_ee, tmp_en);\n\t\t float3 tmp_ep = float3(tmp_eo, tmp_eo, tmp_eo);\n\t\t float3 tmp_eq = tmp_du * tmp_ep;\n\t\t float3 tmp_er = tmp_bx + tmp_eq;\n\t\t float3 tmp_es = float3(3, 3, 3) * tmp_er;\n\t\t float3 tmp_et = tmp_es * tmp_cd;\n\t\t float3 tmp_eu = tmp_et * tmp_cd;\n\t\t float3 tmp_ev = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t float3 tmp_ew = tmp_eu * tmp_ev;\n\t\t float3 tmp_ex = tmp_cg + tmp_ew;\n\t\t uint tmp_ez = tmp_bm + (uint)2;\n\t\t int tmp_fa = (int)tmp_ez;\n\t\t int tmp_fb = max(tmp_fa, (int)0);\n\t\t int tmp_fc = min(tmp_fb, asint(uniform_g));\n\t\t uint tmp_fd = (uint)tmp_fc;\n\t\t float tmp_fe = (float)tmp_fd;\n\t\t float3 tmp_ff = float3(tmp_fe, (float)0, (float)0);\n\t\t float4 tmp_fg = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ff);\n\t\t float tmp_fh = tmp_fg[0];\n\t\t float tmp_fi = tmp_fg[1];\n\t\t float tmp_fj = tmp_fg[2];\n\t\t float3 tmp_fk = float3(tmp_fh, tmp_fi, tmp_fj);\n\t\t float3 tmp_fl = tmp_fk - tmp_bx;\n\t\t float3 tmp_fm = tmp_fl * tmp_fl;\n\t\t float tmp_fn = tmp_fm[2];\n\t\t float tmp_fo = tmp_fm[1];\n\t\t float tmp_fp = tmp_fn + tmp_fo;\n\t\t float tmp_fq = tmp_fm[0];\n\t\t float tmp_fr = tmp_fp + tmp_fq;\n\t\t float tmp_fs = pow(tmp_fr, (float)0.5);\n\t\t float tmp_ft = (float)1 / tmp_fs;\n\t\t float3 tmp_fu = float3(tmp_ft, tmp_ft, tmp_ft);\n\t\t float3 tmp_fv = tmp_fl * tmp_fu;\n\t\t float3 tmp_fw = tmp_dx * tmp_fv;\n\t\t float tmp_fx = tmp_fw[2];\n\t\t float tmp_fy = tmp_fw[1];\n\t\t float tmp_fz = tmp_fx + tmp_fy;\n\t\t float tmp_ga = tmp_fw[0];\n\t\t float tmp_gb = tmp_fz + tmp_ga;\n\t\t float tmp_gc = abs(tmp_gb);\n\t\t float tmp_gd = max(tmp_en, tmp_gc);\n\t\t float3 tmp_ge = float3(tmp_gd, tmp_gd, tmp_gd);\n\t\t float3 tmp_gf = tmp_fv * tmp_ge;\n\t\t float3 tmp_gh = tmp_gf * float3(-1, -1, -1);\n\t\t float3 tmp_gi = tmp_gh + tmp_cv;\n\t\t float3 tmp_gj = float3(3, 3, 3) * tmp_gi;\n\t\t float3 tmp_gk = tmp_gj * tmp_cd;\n\t\t float3 tmp_gl = tmp_gk * tmp_ev;\n\t\t float3 tmp_gm = tmp_gl * tmp_ev;\n\t\t float3 tmp_gn = tmp_ex + tmp_gm;\n\t\t float3 tmp_go = tmp_cv * tmp_ev;\n\t\t float3 tmp_gp = tmp_go * tmp_ev;\n\t\t float3 tmp_gq = tmp_gp * tmp_ev;\n\t\t float3 tmp_gr = tmp_gn + tmp_gq;\n\t\t float tmp_gt = SampleCurve(uniform_i,tmp_bk);\n\t\t float tmp_gu = uniform_h * tmp_gt;\n\t\t float tmp_gv = (float)-1 * tmp_gu;\n\t\t float3 tmp_gw = float3(tmp_gv, tmp_gv, tmp_gv);\n\t\t int tmp_gx = (int)attributes.stripIndex;\n\t\t uint tmp_gy = (uint)tmp_gx;\n\t\t uint tmp_gz = tmp_gy ^ asuint(uniform_c);\n\t\t float tmp_ha = FixedRand(tmp_gz);\n\t\t float tmp_hc = tmp_ha * (float)2;\n\t\t float tmp_hd = (float)-1 + tmp_hc;\n\t\t uint tmp_hf = tmp_gy ^ (uint)8098498;\n\t\t uint tmp_hg = tmp_hf ^ asuint(uniform_c);\n\t\t float tmp_hh = FixedRand(tmp_hg);\n\t\t float tmp_hi = tmp_hh * (float)2;\n\t\t float tmp_hj = (float)-1 + tmp_hi;\n\t\t uint tmp_hl = tmp_hf ^ (uint)132165;\n\t\t uint tmp_hm = tmp_hl ^ asuint(uniform_c);\n\t\t float tmp_hn = FixedRand(tmp_hm);\n\t\t float tmp_ho = tmp_hn * (float)2;\n\t\t float tmp_hp = (float)-1 + tmp_ho;\n\t\t float3 tmp_hq = float3(tmp_hd, tmp_hj, tmp_hp);\n\t\t float3 tmp_hr = max(tmp_hq, float3(-1, -1, -1));\n\t\t float3 tmp_ht = min(tmp_hr, float3(1, 1, 1));\n\t\t float3 tmp_hu = tmp_ht - float3(-1, -1, -1);\n\t\t float3 tmp_hw = tmp_hu / float3(2, 2, 2);\n\t\t float3 tmp_hx = float3(tmp_gu, tmp_gu, tmp_gu);\n\t\t float3 tmp_hy = tmp_hx - tmp_gw;\n\t\t float3 tmp_hz = tmp_hw * tmp_hy;\n\t\t float3 tmp_ia = tmp_gw + tmp_hz;\n\t\t float3 tmp_ib = tmp_gr + tmp_ia;\n\t\t float tmp_ic = (float)attributes.stripIndex;\n\t\t float3 tmp_id = float3(tmp_bk, tmp_ic, (float)0);\n\t\t float3 tmp_ie = GeneratePerlinCurlNoise(tmp_id, uniform_j.x, (int)1, uniform_j.y, uniform_j.z);\n\t\t float tmp_if = SampleCurve(uniform_l,tmp_bk);\n\t\t float tmp_ig = uniform_k * tmp_if;\n\t\t float3 tmp_ih = float3(tmp_ig, tmp_ig, tmp_ig);\n\t\t float3 tmp_ii = tmp_ie * tmp_ih;\n\t\t float3 tmp_ij = tmp_ib + tmp_ii;\n\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_ij);\n\t\t}\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1000) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index * 0x1 + 0x5000) << 2,asuint(attributes.seed));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[Cables]Output ParticleStrip Lit Quad' source: "Shader \"Hidden/VFX/CableChain/Cables/Output ParticleStrip Lit Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+450\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION (2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_STRIPINDEX_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_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 STRIP_COUNT 32u\n\t\t#define PARTICLE_PER_STRIP_COUNT 128u\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define HAS_STRIPS 1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC 1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE 1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY 1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define HDRP_LIT 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define VFX_STRIPS_UV_STRECHED 1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float Size_a;\n\t\t float Color_b;\n\t\t float uniform_d;\n\t\t float Smoothness;\n\t\t float Metallic;\n\t\t float normalBendingFactor;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float3 position;\n\t\t uint stripIndex;\n\t\t float3 color;\n\t\t float alpha;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\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#if HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\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\t#if HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\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\t// Helper macros to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 BaseColor : NORMAL0;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireThreshold : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireSmoothness : NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 NakedWireColor : NORMAL3;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireRadius : NORMAL4;\n\t\t\t \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\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.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\t\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\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tSetAttribute_3278B22F( /*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t uint tmp_y = attributes.stripIndex + (uint)1234;\n\t\t\t\t uint tmp_z = tmp_y ^ asuint(uniform_d);\n\t\t\t\t float tmp_ba = FixedRand(tmp_z);\n\t\t\t\t AttributeFromCurve_39BD5D15( /*inout */attributes.color, /*inout */attributes.alpha, Color_b, tmp_ba);\n\t\t\t\t}\n\t\t\t\tOrient_4( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t float3 BaseColor__ = (float3)0;{\n\t\t\t BaseColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.BaseColor = BaseColor__;float NakedWireThreshold__ = (float)0;{\n\t\t\t uint tmp_z = attributes.stripIndex + (uint)5678;\n\t\t\t uint tmp_ba = tmp_z ^ asuint(uniform_d);\n\t\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb * (float)-0.0199999809;\n\t\t\t float tmp_be = (float)1 + tmp_bd;\n\t\t\t \n\t\t\t NakedWireThreshold__ = tmp_be;\n\t\t\t }\n\t\t\t o.NakedWireThreshold = NakedWireThreshold__;float NakedWireSmoothness__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireSmoothness__ = (float)0.75;\n\t\t\t }\n\t\t\t o.NakedWireSmoothness = NakedWireSmoothness__;float3 NakedWireColor__ = (float3)0;{\n\t\t\t \n\t\t\t NakedWireColor__ = float3(8, 0.479999989, 0.200000003);\n\t\t\t }\n\t\t\t o.NakedWireColor = NakedWireColor__;float NakedWireRadius__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireRadius__ = (float)0.50967741;\n\t\t\t }\n\t\t\t o.NakedWireRadius = NakedWireRadius__;\n\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.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,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#endif\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// Node: Step\n\t\t\tvoid Unity_Step_float(float Edge, float In, out float Out)\n\t\t\t{\n\t\t\t Out = step(Edge, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Lerp\n\t\t\tvoid Unity_Lerp_float(float A, float B, float T, out float Out)\n\t\t\t{\n\t\t\t Out = lerp(A, B, T);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Remap\n\t\t\tvoid Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Absolute\n\t\t\tvoid Unity_Absolute_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = abs(In);\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t\t{\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t\t{\n\t\t\t float3 Normal_8;\n\t\t\t float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(\n\t\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 IN,\n\t\t\t /* Property: NakedWireThreshold */ float NakedWireThreshold,\n\t\t\t /* Property: NakedWireRadius */ float NakedWireRadius)\n\t\t\t{\n\t\t\t // Node: Property\n\t\t\t float _Property_F49588CA_Out_0 = NakedWireThreshold;\n\t\t\t\n\t\t\t // Node: UV\n\t\t\t float4 _UV_348461ED_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t // Node: Split\n\t\t\t float _Split_F81DB68C_R_1 = _UV_348461ED_Out_0[0];\n\t\t\t float _Split_F81DB68C_G_2 = _UV_348461ED_Out_0[1];\n\t\t\t float _Split_F81DB68C_B_3 = _UV_348461ED_Out_0[2];\n\t\t\t float _Split_F81DB68C_A_4 = _UV_348461ED_Out_0[3];\n\t\t\t\n\t\t\t // Node: Step\n\t\t\t float _Step_716AA981_Out_2;\n\t\t\t Unity_Step_float(_Property_F49588CA_Out_0, _Split_F81DB68C_R_1, _Step_716AA981_Out_2);\n\t\t\t\n\t\t\t // Node: Remap\n\t\t\t float _Remap_5382DDD6_Out_3;\n\t\t\t Unity_Remap_float(_Split_F81DB68C_G_2, float2 (0, 1), float2 (-1, 1), _Remap_5382DDD6_Out_3);\n\t\t\t\n\t\t\t // Node: Absolute\n\t\t\t float _Absolute_F46EF88D_Out_1;\n\t\t\t Unity_Absolute_float(_Remap_5382DDD6_Out_3, _Absolute_F46EF88D_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float _Property_B4A29FF4_Out_0 = NakedWireRadius;\n\t\t\t\n\t\t\t // Node: Step\n\t\t\t float _Step_2E316026_Out_2;\n\t\t\t Unity_Step_float(_Absolute_F46EF88D_Out_1, _Property_B4A29FF4_Out_0, _Step_2E316026_Out_2);\n\t\t\t\n\t\t\t // Node: Lerp\n\t\t\t float _Lerp_1EF4E8F8_Out_3;\n\t\t\t Unity_Lerp_float(1, _Step_2E316026_Out_2, _Step_716AA981_Out_2, _Lerp_1EF4E8F8_Out_3);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUT;\n\t\t\t OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t OUT.Alpha_4 = _Lerp_1EF4E8F8_Out_3;\n\t\t\t OUT.AlphaThreshold_7 = 0.4;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor : SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMAL\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#ifdef VFX_VARYING_TANGENT\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS = 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\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\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#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t \n\t\t\t float3 BaseColor = i.BaseColor;float NakedWireThreshold = i.NakedWireThreshold;float NakedWireSmoothness = i.NakedWireSmoothness;float3 NakedWireColor = i.NakedWireColor;float NakedWireRadius = i.NakedWireRadius;\n\t\t\t \n\t\t\t //Call Shader Graph\n\t\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 INSG = (SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4)0;\n\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t \n\t\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUTSG = SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(INSG,NakedWireThreshold, NakedWireRadius);\n\t\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t #endif\n\t\t\t \n\n\t\t\t \n\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t #else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t #endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t #else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t #endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t \n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 BaseColor : NORMAL0;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireThreshold : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireSmoothness : NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float3 NakedWireColor : NORMAL3;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireRadius : NORMAL4;\n\t\t\t \n\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\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.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\t\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\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tSetAttribute_3278B22F( /*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t uint tmp_y = attributes.stripIndex + (uint)1234;\n\t\t\t\t uint tmp_z = tmp_y ^ asuint(uniform_d);\n\t\t\t\t float tmp_ba = FixedRand(tmp_z);\n\t\t\t\t AttributeFromCurve_39BD5D15( /*inout */attributes.color, /*inout */attributes.alpha, Color_b, tmp_ba);\n\t\t\t\t}\n\t\t\t\tOrient_4( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t \n\t\t\t float3 BaseColor__ = (float3)0;{\n\t\t\t BaseColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.BaseColor = BaseColor__;float NakedWireThreshold__ = (float)0;{\n\t\t\t uint tmp_z = attributes.stripIndex + (uint)5678;\n\t\t\t uint tmp_ba = tmp_z ^ asuint(uniform_d);\n\t\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb * (float)-0.0199999809;\n\t\t\t float tmp_be = (float)1 + tmp_bd;\n\t\t\t \n\t\t\t NakedWireThreshold__ = tmp_be;\n\t\t\t }\n\t\t\t o.NakedWireThreshold = NakedWireThreshold__;float NakedWireSmoothness__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireSmoothness__ = (float)0.75;\n\t\t\t }\n\t\t\t o.NakedWireSmoothness = NakedWireSmoothness__;float3 NakedWireColor__ = (float3)0;{\n\t\t\t \n\t\t\t NakedWireColor__ = float3(8, 0.479999989, 0.200000003);\n\t\t\t }\n\t\t\t o.NakedWireColor = NakedWireColor__;float NakedWireRadius__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireRadius__ = (float)0.50967741;\n\t\t\t }\n\t\t\t o.NakedWireRadius = NakedWireRadius__;\n\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.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,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#endif\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t// Node: Step\n\t\t\tvoid Unity_Step_float(float Edge, float In, out float Out)\n\t\t\t{\n\t\t\t Out = step(Edge, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Lerp\n\t\t\tvoid Unity_Lerp_float(float A, float B, float T, out float Out)\n\t\t\t{\n\t\t\t Out = lerp(A, B, T);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Remap\n\t\t\tvoid Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Absolute\n\t\t\tvoid Unity_Absolute_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = abs(In);\n\t\t\t}\n\t\t\t\n\t\t\tstruct SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t\t{\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t\t{\n\t\t\t float3 Normal_8;\n\t\t\t float Alpha_4;\n\t\t\t float AlphaThreshold_7;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(\n\t\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 IN,\n\t\t\t /* Property: NakedWireThreshold */ float NakedWireThreshold,\n\t\t\t /* Property: NakedWireRadius */ float NakedWireRadius)\n\t\t\t{\n\t\t\t // Node: Property\n\t\t\t float _Property_F49588CA_Out_0 = NakedWireThreshold;\n\t\t\t\n\t\t\t // Node: UV\n\t\t\t float4 _UV_348461ED_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t // Node: Split\n\t\t\t float _Split_F81DB68C_R_1 = _UV_348461ED_Out_0[0];\n\t\t\t float _Split_F81DB68C_G_2 = _UV_348461ED_Out_0[1];\n\t\t\t float _Split_F81DB68C_B_3 = _UV_348461ED_Out_0[2];\n\t\t\t float _Split_F81DB68C_A_4 = _UV_348461ED_Out_0[3];\n\t\t\t\n\t\t\t // Node: Step\n\t\t\t float _Step_716AA981_Out_2;\n\t\t\t Unity_Step_float(_Property_F49588CA_Out_0, _Split_F81DB68C_R_1, _Step_716AA981_Out_2);\n\t\t\t\n\t\t\t // Node: Remap\n\t\t\t float _Remap_5382DDD6_Out_3;\n\t\t\t Unity_Remap_float(_Split_F81DB68C_G_2, float2 (0, 1), float2 (-1, 1), _Remap_5382DDD6_Out_3);\n\t\t\t\n\t\t\t // Node: Absolute\n\t\t\t float _Absolute_F46EF88D_Out_1;\n\t\t\t Unity_Absolute_float(_Remap_5382DDD6_Out_3, _Absolute_F46EF88D_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float _Property_B4A29FF4_Out_0 = NakedWireRadius;\n\t\t\t\n\t\t\t // Node: Step\n\t\t\t float _Step_2E316026_Out_2;\n\t\t\t Unity_Step_float(_Absolute_F46EF88D_Out_1, _Property_B4A29FF4_Out_0, _Step_2E316026_Out_2);\n\t\t\t\n\t\t\t // Node: Lerp\n\t\t\t float _Lerp_1EF4E8F8_Out_3;\n\t\t\t Unity_Lerp_float(1, _Step_2E316026_Out_2, _Step_716AA981_Out_2, _Lerp_1EF4E8F8_Out_3);\n\t\t\t\n\t\t\t // Visual Effect Master\n\t\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUT;\n\t\t\t OUT.Normal_8 = float3 (0, 0, 1);\n\t\t\t OUT.Alpha_4 = _Lerp_1EF4E8F8_Out_3;\n\t\t\t OUT.AlphaThreshold_7 = 0.4;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor : SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMAL\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#ifdef VFX_VARYING_TANGENT\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS = 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\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\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#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_SHADERGRAPH\n\t\t\t \n\t\t\t float3 BaseColor = i.BaseColor;float NakedWireThreshold = i.NakedWireThreshold;float NakedWireSmoothness = i.NakedWireSmoothness;float3 NakedWireColor = i.NakedWireColor;float NakedWireRadius = i.NakedWireRadius;\n\t\t\t \n\t\t\t //Call Shader Graph\n\t\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 INSG = (SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4)0;\n\t\t\t INSG.uv0.xy = i.uv;\n\t\t\t \n\t\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUTSG = SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(INSG,NakedWireThreshold, NakedWireRadius);\n\t\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t\t #endif\n\t\t\t \n\n\t\t\t \n\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t #else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t #endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t #else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t #endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t \n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy, outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION 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\tVFX_OPTIONAL_INTERPOLATION float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 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\tVFX_OPTIONAL_INTERPOLATION 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\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t float3 posWS : TEXCOORD7;\n\t\t #endif\n\t\t\n\t\t VFX_OPTIONAL_INTERPOLATION float3 BaseColor : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireThreshold : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireSmoothness : NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float3 NakedWireColor : NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireRadius : NORMAL4;\n\t\t \n\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define VFX_VARYING_TANGENT tangent\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#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\t\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\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tSetAttribute_3278B22F( /*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t uint tmp_y = attributes.stripIndex + (uint)1234;\n\t\t\t\t uint tmp_z = tmp_y ^ asuint(uniform_d);\n\t\t\t\t float tmp_ba = FixedRand(tmp_z);\n\t\t\t\t AttributeFromCurve_39BD5D15( /*inout */attributes.color, /*inout */attributes.alpha, Color_b, tmp_ba);\n\t\t\t\t}\n\t\t\t\tOrient_4( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef VFX_SHADERGRAPH\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 = attributes.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#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 float3 BaseColor__ = (float3)0;{\n\t\t\t BaseColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.BaseColor = BaseColor__;float NakedWireThreshold__ = (float)0;{\n\t\t\t uint tmp_z = attributes.stripIndex + (uint)5678;\n\t\t\t uint tmp_ba = tmp_z ^ asuint(uniform_d);\n\t\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb * (float)-0.0199999809;\n\t\t\t float tmp_be = (float)1 + tmp_bd;\n\t\t\t \n\t\t\t NakedWireThreshold__ = tmp_be;\n\t\t\t }\n\t\t\t o.NakedWireThreshold = NakedWireThreshold__;float NakedWireSmoothness__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireSmoothness__ = (float)0.75;\n\t\t\t }\n\t\t\t o.NakedWireSmoothness = NakedWireSmoothness__;float3 NakedWireColor__ = (float3)0;{\n\t\t\t \n\t\t\t NakedWireColor__ = float3(8, 0.479999989, 0.200000003);\n\t\t\t }\n\t\t\t o.NakedWireColor = NakedWireColor__;float NakedWireRadius__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireRadius__ = (float)0.50967741;\n\t\t\t }\n\t\t\t o.NakedWireRadius = NakedWireRadius__;\n\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.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_GBUFFER\n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t \n\t\t #ifndef VFX_SHADERGRAPH\n\t\t \n\t\t void 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\n\t\t \t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t \t // Loads diffusion profile\n\t\t \t#else\n\t\t \tconst uint diffusionProfileHash = 0;\n\t\t \t#endif\n\t\t \t\n\t\t \tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t \tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t \tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t \t\n\t\t \tfloat alpha;\n\t\t \tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t \tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t \n\t\t \tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t \t\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t //TODO: investigate why this is needed\n\t\t preLightData.coatPartLambdaV = 0;\n\t\t preLightData.coatIblR = 0;\n\t\t preLightData.coatIblF = 0;\n\t\t \n\t\t \tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t }\n\t\t \n\t\t void VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t {\n\t\t \tBSDFData bsdfData = (BSDFData)0;\n\t\t \tPreLightData preLightData = (PreLightData)0;\n\t\t \tpreLightData.diffuseFGD = 1.0f;\n\t\t \tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t }\n\t\t \n\t\t #endif\n\t\t \n\t\t \n\t\t #include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t \n\t\t \n\t\t\n\t\t\t\t\t\n\t\t \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t // Node: Step\n\t\t void Unity_Step_float(float Edge, float In, out float Out)\n\t\t {\n\t\t Out = step(Edge, In);\n\t\t }\n\t\t \n\t\t // Node: Lerp\n\t\t void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)\n\t\t {\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t // Node: Lerp\n\t\t void Unity_Lerp_float(float A, float B, float T, out float Out)\n\t\t {\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t // Node: Remap\n\t\t void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)\n\t\t {\n\t\t Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t }\n\t\t \n\t\t // Node: Absolute\n\t\t void Unity_Absolute_float(float In, out float Out)\n\t\t {\n\t\t Out = abs(In);\n\t\t }\n\t\t \n\t\t struct SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t {\n\t\t half4 uv0;\n\t\t };\n\t\t \n\t\t struct SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(\n\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 IN,\n\t\t /* Property: Smoothness */ float Smoothness,\n\t\t /* Property: Metallic */ float Metallic,\n\t\t /* Property: BaseColor */ float3 BaseColor,\n\t\t /* Property: NakedWireThreshold */ float NakedWireThreshold,\n\t\t /* Property: NakedWireSmoothness */ float NakedWireSmoothness,\n\t\t /* Property: NakedWireColor */ float3 NakedWireColor,\n\t\t /* Property: NakedWireRadius */ float NakedWireRadius)\n\t\t {\n\t\t // Node: Property\n\t\t float3 _Property_5A246331_Out_0 = BaseColor;\n\t\t \n\t\t // Node: Property\n\t\t float3 _Property_A44A5A7_Out_0 = NakedWireColor;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_F49588CA_Out_0 = NakedWireThreshold;\n\t\t \n\t\t // Node: UV\n\t\t float4 _UV_348461ED_Out_0 = IN.uv0;\n\t\t \n\t\t // Node: Split\n\t\t float _Split_F81DB68C_R_1 = _UV_348461ED_Out_0[0];\n\t\t float _Split_F81DB68C_G_2 = _UV_348461ED_Out_0[1];\n\t\t float _Split_F81DB68C_B_3 = _UV_348461ED_Out_0[2];\n\t\t float _Split_F81DB68C_A_4 = _UV_348461ED_Out_0[3];\n\t\t \n\t\t // Node: Step\n\t\t float _Step_716AA981_Out_2;\n\t\t Unity_Step_float(_Property_F49588CA_Out_0, _Split_F81DB68C_R_1, _Step_716AA981_Out_2);\n\t\t \n\t\t // Node: Lerp\n\t\t float3 _Lerp_D509BA0D_Out_3;\n\t\t Unity_Lerp_float3(_Property_5A246331_Out_0, _Property_A44A5A7_Out_0, (_Step_716AA981_Out_2.xxx), _Lerp_D509BA0D_Out_3);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_6BAF628B_Out_0 = Metallic;\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_9DB00B0E_Out_3;\n\t\t Unity_Lerp_float(_Property_6BAF628B_Out_0, 1, _Step_716AA981_Out_2, _Lerp_9DB00B0E_Out_3);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_3AAAAB33_Out_0 = Smoothness;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_6CE2539B_Out_0 = NakedWireSmoothness;\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_B39F9624_Out_3;\n\t\t Unity_Lerp_float(_Property_3AAAAB33_Out_0, _Property_6CE2539B_Out_0, _Step_716AA981_Out_2, _Lerp_B39F9624_Out_3);\n\t\t \n\t\t // Node: Remap\n\t\t float _Remap_5382DDD6_Out_3;\n\t\t Unity_Remap_float(_Split_F81DB68C_G_2, float2 (0, 1), float2 (-1, 1), _Remap_5382DDD6_Out_3);\n\t\t \n\t\t // Node: Absolute\n\t\t float _Absolute_F46EF88D_Out_1;\n\t\t Unity_Absolute_float(_Remap_5382DDD6_Out_3, _Absolute_F46EF88D_Out_1);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_B4A29FF4_Out_0 = NakedWireRadius;\n\t\t \n\t\t // Node: Step\n\t\t float _Step_2E316026_Out_2;\n\t\t Unity_Step_float(_Absolute_F46EF88D_Out_1, _Property_B4A29FF4_Out_0, _Step_2E316026_Out_2);\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_1EF4E8F8_Out_3;\n\t\t Unity_Lerp_float(1, _Step_2E316026_Out_2, _Step_716AA981_Out_2, _Lerp_1EF4E8F8_Out_3);\n\t\t \n\t\t // Visual Effect Master\n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUT;\n\t\t OUT.BaseColor_1 = _Lerp_D509BA0D_Out_3;\n\t\t OUT.Metallic_2 = _Lerp_9DB00B0E_Out_3;\n\t\t OUT.Smoothness_3 = _Lerp_B39F9624_Out_3;\n\t\t OUT.Normal_8 = float3 (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 = _Lerp_1EF4E8F8_Out_3;\n\t\t OUT.AlphaThreshold_7 = 0.4;\n\t\t return OUT;\n\t\t }\n\t\t \n\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMAL\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#ifdef VFX_VARYING_TANGENT\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS = 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\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\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#endif\n\t\t\t\t\t\t\t\n\t\t\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float3 BaseColor = i.BaseColor;float NakedWireThreshold = i.NakedWireThreshold;float NakedWireSmoothness = i.NakedWireSmoothness;float3 NakedWireColor = i.NakedWireColor;float NakedWireRadius = i.NakedWireRadius;\n\t\t //Call Shader Graph\n\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 INSG = (SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4)0;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUTSG = SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(INSG,Smoothness, Metallic, BaseColor, NakedWireThreshold, NakedWireSmoothness, NakedWireColor, NakedWireRadius);\n\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t \n\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t #else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t #endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\n\t\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\tVFX_OPTIONAL_INTERPOLATION 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\tVFX_OPTIONAL_INTERPOLATION float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 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\tVFX_OPTIONAL_INTERPOLATION 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 || WRITE_MOTION_VECTOR_IN_FORWARD\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\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION float3 BaseColor : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireThreshold : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireSmoothness : NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float3 NakedWireColor : NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION float NakedWireRadius : NORMAL4;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_39BD5D15(inout float3 color, inout float alpha, float Color, float SampleTime) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t #else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1000) << 2));\n\t\t\t\t\t\tattributes.stripIndex = (uint)0;\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\t\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\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tSetAttribute_3278B22F( /*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t uint tmp_y = attributes.stripIndex + (uint)1234;\n\t\t\t\t uint tmp_z = tmp_y ^ asuint(uniform_d);\n\t\t\t\t float tmp_ba = FixedRand(tmp_z);\n\t\t\t\t AttributeFromCurve_39BD5D15( /*inout */attributes.color, /*inout */attributes.alpha, Color_b, tmp_ba);\n\t\t\t\t}\n\t\t\t\tOrient_4( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef VFX_SHADERGRAPH\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 = attributes.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#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 float3 BaseColor__ = (float3)0;{\n\t\t\t BaseColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.BaseColor = BaseColor__;float NakedWireThreshold__ = (float)0;{\n\t\t\t uint tmp_z = attributes.stripIndex + (uint)5678;\n\t\t\t uint tmp_ba = tmp_z ^ asuint(uniform_d);\n\t\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb * (float)-0.0199999809;\n\t\t\t float tmp_be = (float)1 + tmp_bd;\n\t\t\t \n\t\t\t NakedWireThreshold__ = tmp_be;\n\t\t\t }\n\t\t\t o.NakedWireThreshold = NakedWireThreshold__;float NakedWireSmoothness__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireSmoothness__ = (float)0.75;\n\t\t\t }\n\t\t\t o.NakedWireSmoothness = NakedWireSmoothness__;float3 NakedWireColor__ = (float3)0;{\n\t\t\t \n\t\t\t NakedWireColor__ = float3(8, 0.479999989, 0.200000003);\n\t\t\t }\n\t\t\t o.NakedWireColor = NakedWireColor__;float NakedWireRadius__ = (float)0;{\n\t\t\t \n\t\t\t NakedWireRadius__ = (float)0.50967741;\n\t\t\t }\n\t\t\t o.NakedWireRadius = NakedWireRadius__;\n\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.hlsl\"\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.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,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#endif\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t \n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t \t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t \t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t // Node: Step\n\t\t void Unity_Step_float(float Edge, float In, out float Out)\n\t\t {\n\t\t Out = step(Edge, In);\n\t\t }\n\t\t \n\t\t // Node: Lerp\n\t\t void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)\n\t\t {\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t // Node: Lerp\n\t\t void Unity_Lerp_float(float A, float B, float T, out float Out)\n\t\t {\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t // Node: Remap\n\t\t void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)\n\t\t {\n\t\t Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t }\n\t\t \n\t\t // Node: Absolute\n\t\t void Unity_Absolute_float(float In, out float Out)\n\t\t {\n\t\t Out = abs(In);\n\t\t }\n\t\t \n\t\t struct SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t {\n\t\t half4 uv0;\n\t\t };\n\t\t \n\t\t struct SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4\n\t\t {\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t float Alpha_4;\n\t\t float AlphaThreshold_7;\n\t\t };\n\t\t \n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(\n\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 IN,\n\t\t /* Property: Smoothness */ float Smoothness,\n\t\t /* Property: Metallic */ float Metallic,\n\t\t /* Property: BaseColor */ float3 BaseColor,\n\t\t /* Property: NakedWireThreshold */ float NakedWireThreshold,\n\t\t /* Property: NakedWireSmoothness */ float NakedWireSmoothness,\n\t\t /* Property: NakedWireColor */ float3 NakedWireColor,\n\t\t /* Property: NakedWireRadius */ float NakedWireRadius)\n\t\t {\n\t\t // Node: Property\n\t\t float3 _Property_5A246331_Out_0 = BaseColor;\n\t\t \n\t\t // Node: Property\n\t\t float3 _Property_A44A5A7_Out_0 = NakedWireColor;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_F49588CA_Out_0 = NakedWireThreshold;\n\t\t \n\t\t // Node: UV\n\t\t float4 _UV_348461ED_Out_0 = IN.uv0;\n\t\t \n\t\t // Node: Split\n\t\t float _Split_F81DB68C_R_1 = _UV_348461ED_Out_0[0];\n\t\t float _Split_F81DB68C_G_2 = _UV_348461ED_Out_0[1];\n\t\t float _Split_F81DB68C_B_3 = _UV_348461ED_Out_0[2];\n\t\t float _Split_F81DB68C_A_4 = _UV_348461ED_Out_0[3];\n\t\t \n\t\t // Node: Step\n\t\t float _Step_716AA981_Out_2;\n\t\t Unity_Step_float(_Property_F49588CA_Out_0, _Split_F81DB68C_R_1, _Step_716AA981_Out_2);\n\t\t \n\t\t // Node: Lerp\n\t\t float3 _Lerp_D509BA0D_Out_3;\n\t\t Unity_Lerp_float3(_Property_5A246331_Out_0, _Property_A44A5A7_Out_0, (_Step_716AA981_Out_2.xxx), _Lerp_D509BA0D_Out_3);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_6BAF628B_Out_0 = Metallic;\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_9DB00B0E_Out_3;\n\t\t Unity_Lerp_float(_Property_6BAF628B_Out_0, 1, _Step_716AA981_Out_2, _Lerp_9DB00B0E_Out_3);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_3AAAAB33_Out_0 = Smoothness;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_6CE2539B_Out_0 = NakedWireSmoothness;\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_B39F9624_Out_3;\n\t\t Unity_Lerp_float(_Property_3AAAAB33_Out_0, _Property_6CE2539B_Out_0, _Step_716AA981_Out_2, _Lerp_B39F9624_Out_3);\n\t\t \n\t\t // Node: Remap\n\t\t float _Remap_5382DDD6_Out_3;\n\t\t Unity_Remap_float(_Split_F81DB68C_G_2, float2 (0, 1), float2 (-1, 1), _Remap_5382DDD6_Out_3);\n\t\t \n\t\t // Node: Absolute\n\t\t float _Absolute_F46EF88D_Out_1;\n\t\t Unity_Absolute_float(_Remap_5382DDD6_Out_3, _Absolute_F46EF88D_Out_1);\n\t\t \n\t\t // Node: Property\n\t\t float _Property_B4A29FF4_Out_0 = NakedWireRadius;\n\t\t \n\t\t // Node: Step\n\t\t float _Step_2E316026_Out_2;\n\t\t Unity_Step_float(_Absolute_F46EF88D_Out_1, _Property_B4A29FF4_Out_0, _Step_2E316026_Out_2);\n\t\t \n\t\t // Node: Lerp\n\t\t float _Lerp_1EF4E8F8_Out_3;\n\t\t Unity_Lerp_float(1, _Step_2E316026_Out_2, _Step_716AA981_Out_2, _Lerp_1EF4E8F8_Out_3);\n\t\t \n\t\t // Visual Effect Master\n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUT;\n\t\t OUT.BaseColor_1 = _Lerp_D509BA0D_Out_3;\n\t\t OUT.Metallic_2 = _Lerp_9DB00B0E_Out_3;\n\t\t OUT.Smoothness_3 = _Lerp_B39F9624_Out_3;\n\t\t OUT.Normal_8 = float3 (0, 0, 1);\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t OUT.Alpha_4 = _Lerp_1EF4E8F8_Out_3;\n\t\t OUT.AlphaThreshold_7 = 0.4;\n\t\t return OUT;\n\t\t }\n\t\t \n\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, 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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMAL\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#ifdef VFX_VARYING_TANGENT\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS = 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\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\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#endif\n\t\t\t\t\t\t\t\n\t\t \n\t\t #ifdef VFX_SHADERGRAPH\n\t\t float3 BaseColor = i.BaseColor;float NakedWireThreshold = i.NakedWireThreshold;float NakedWireSmoothness = i.NakedWireSmoothness;float3 NakedWireColor = i.NakedWireColor;float NakedWireRadius = i.NakedWireRadius;\n\t\t //Call Shader Graph\n\t\t SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4 INSG = (SG_Input_d1bb96ee01ef26d44a92ea43d9d5f9b4)0;\n\t\t INSG.uv0.xy = i.uv;\n\t\t \n\t\t SG_Output_d1bb96ee01ef26d44a92ea43d9d5f9b4 OUTSG = SG_Evaluate_d1bb96ee01ef26d44a92ea43d9d5f9b4(INSG,Smoothness, Metallic, BaseColor, NakedWireThreshold, NakedWireSmoothness, NakedWireColor, NakedWireRadius);\n\t\t #if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t i.VFX_VARYING_ALPHATHRESHOLD = OUTSG.AlphaThreshold_7;\n\t\t #endif\n\t\t \n\n\t\t \n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t \n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion = 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.Alpha_4;\n\t\t VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t surface.perceptualSmoothness = OUTSG.Smoothness_3;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.Normal_8;\n\t\t normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t builtin.emissiveColor = OUTSG.Emissive_5;\n\t\t #endif\n\t\t\n\t\t \n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t #else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t #endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" - compute: 1 name: '[Sparks]Initialize Particle' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_STRIPINDEX_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n float3 A_d;\n float Max_a;\n float3 B_d;\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;\n float uniform_j;\n float uniform_k;\n float A_f;\n float B_f;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n uint stripIndex;\n uint seed;\n float3 position;\n float3 velocity;\n float lifetime;\n float size;\n float mass;\n float scaleX;\n float scaleY;\n float scaleZ;\n uint particleId;\n float age;\n float alpha;\n bool alive;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_b;\nSamplerState samplertexture_b;\nfloat4 texture_b_TexelSize;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid SetCustomAttribute_F549A5DF(inout uint stripIndex, inout uint seed, uint Min, uint Max) /*attribute:stripIndex Composition:Overwrite Random:Uniform AttributeType:Uint */\n{\n stripIndex = lerp(Min,Max,RAND);\n}\nvoid SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_AA7D7CD(inout float3 velocity, inout uint seed, float3 A, float3 B) /*attribute:velocity Composition:Add Source:Slot Random:PerComponent channels:XYZ */\n{\n velocity += lerp(A,B,RAND3);\n}\nvoid SetAttribute_F01429A3(inout float lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid SetAttribute_3278B545(inout float size, inout uint seed, float A, float B) /*attribute:size Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n size = lerp(A,B,RAND);\n}\nvoid AttributeMassFromVolume(inout float mass, float size, float scaleX, float scaleY, float scaleZ, float Density)\n{\n \n float3 radius = size * float3(scaleX, scaleY, scaleZ);\n float radiusCubed = radius.x * radius.y * radius.z * 0.125f;\n mass = (4.0f / 3.0f) * UNITY_PI * radiusCubed * Density;\n \n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex) + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int sourceIndex = 0;\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; sourceIndex<2; sourceIndex++)\n {\n currentSumSpawnCount += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n if (id < currentSumSpawnCount)\n {\n break;\n }\n }\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n attributes.stripIndex = (uint)0;\n attributes.seed = (uint)0;\n attributes.position = float3(0, 0, 0);\n attributes.velocity = float3(0, 0, 0);\n attributes.lifetime = (float)1;\n attributes.size = (float)0.100000001;\n attributes.mass = (float)1;\n attributes.scaleX = (float)1;\n attributes.scaleY = (float)1;\n attributes.scaleZ = (float)1;\n attributes.particleId = (uint)0;\n attributes.age = (float)0;\n attributes.alpha = (float)1;\n attributes.alive = (bool)true;\n attributes.axisX = float3(1, 0, 0);\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ = float3(0, 0, 1);\n attributes.color = float3(1, 1, 1);\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes, stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random with strip\r\n#endif\r\n \r\n {\n SetCustomAttribute_F549A5DF( /*inout */attributes.stripIndex, /*inout */attributes.seed, (uint)0, asuint(Max_a));\n }\n {\n uint tmp_bn = attributes.stripIndex ^ asuint(uniform_d);\n float tmp_bo = FixedRand(tmp_bn);\n float tmp_bp = tmp_bo * uniform_e;\n float tmp_bq = uniform_c + tmp_bp;\n float tmp_br = tmp_bq * uniform_f;\n uint tmp_bs = (uint)tmp_br;\n uint tmp_bu = tmp_bs > (uint)0 ? tmp_bs : (uint)0;\n uint tmp_bv = tmp_bu < asuint(uniform_g) ? tmp_bu : asuint(uniform_g);\n float tmp_bw = (float)tmp_bv;\n float3 tmp_by = float3(tmp_bw, (float)0, (float)0);\n float4 tmp_bz = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_by);\n float tmp_ca = tmp_bz[0];\n float tmp_cb = tmp_bz[1];\n float tmp_cc = tmp_bz[2];\n float3 tmp_cd = float3(tmp_ca, tmp_cb, tmp_cc);\n float tmp_cf = frac(tmp_br);\n float tmp_cg = max(tmp_cf, (float)0);\n float tmp_ch = min(tmp_cg, (float)1);\n float tmp_ci = (float)1 - tmp_ch;\n float3 tmp_cj = float3(tmp_ci, tmp_ci, tmp_ci);\n float3 tmp_ck = tmp_cd * tmp_cj;\n float3 tmp_cl = tmp_ck * tmp_cj;\n float3 tmp_cm = tmp_cl * tmp_cj;\n int tmp_co = (int)tmp_bs;\n int tmp_cq = tmp_co + (int)1;\n int tmp_cs = max(tmp_cq, (int)0);\n int tmp_ct = min(tmp_cs, asint(uniform_h));\n uint tmp_cu = (uint)tmp_ct;\n float tmp_cv = (float)tmp_cu;\n float3 tmp_cw = float3(tmp_cv, (float)0, (float)0);\n float4 tmp_cx = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cw);\n float tmp_cy = tmp_cx[0];\n float tmp_cz = tmp_cx[1];\n float tmp_da = tmp_cx[2];\n float3 tmp_db = float3(tmp_cy, tmp_cz, tmp_da);\n uint tmp_dd = tmp_bs + (uint)4294967295;\n int tmp_de = (int)tmp_dd;\n int tmp_df = max(tmp_de, (int)0);\n int tmp_dg = min(tmp_df, asint(uniform_h));\n uint tmp_dh = (uint)tmp_dg;\n float tmp_di = (float)tmp_dh;\n float3 tmp_dj = float3(tmp_di, (float)0, (float)0);\n float4 tmp_dk = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_dj);\n float tmp_dl = tmp_dk[0];\n float tmp_dm = tmp_dk[1];\n float tmp_dn = tmp_dk[2];\n float3 tmp_do = float3(tmp_dl, tmp_dm, tmp_dn);\n float3 tmp_dp = tmp_db - tmp_do;\n float3 tmp_dq = tmp_dp * tmp_dp;\n float tmp_dr = tmp_dq[2];\n float tmp_ds = tmp_dq[1];\n float tmp_dt = tmp_dr + tmp_ds;\n float tmp_du = tmp_dq[0];\n float tmp_dv = tmp_dt + tmp_du;\n float tmp_dx = pow(tmp_dv, (float)0.5);\n float tmp_dy = (float)1 / tmp_dx;\n float3 tmp_dz = float3(tmp_dy, tmp_dy, tmp_dy);\n float3 tmp_ea = tmp_dp * tmp_dz;\n float3 tmp_eb = tmp_db - tmp_cd;\n float3 tmp_ed = tmp_eb * float3(0.333000004, 0.333000004, 0.333000004);\n float3 tmp_ee = tmp_ea * tmp_ed;\n float tmp_ef = tmp_ee[2];\n float tmp_eg = tmp_ee[1];\n float tmp_eh = tmp_ef + tmp_eg;\n float tmp_ei = tmp_ee[0];\n float tmp_ej = tmp_eh + tmp_ei;\n float tmp_ek = abs(tmp_ej);\n float3 tmp_el = tmp_eb * tmp_eb;\n float tmp_em = tmp_el[2];\n float tmp_en = tmp_el[1];\n float tmp_eo = tmp_em + tmp_en;\n float tmp_ep = tmp_el[0];\n float tmp_eq = tmp_eo + tmp_ep;\n float tmp_er = pow(tmp_eq, (float)0.5);\n float tmp_et = tmp_er * (float)0.166500002;\n float tmp_eu = max(tmp_ek, tmp_et);\n float3 tmp_ev = float3(tmp_eu, tmp_eu, tmp_eu);\n float3 tmp_ew = tmp_ea * tmp_ev;\n float3 tmp_ex = tmp_cd + tmp_ew;\n float3 tmp_ey = float3(3, 3, 3) * tmp_ex;\n float3 tmp_ez = tmp_ey * tmp_cj;\n float3 tmp_fa = tmp_ez * tmp_cj;\n float3 tmp_fb = float3(tmp_ch, tmp_ch, tmp_ch);\n float3 tmp_fc = tmp_fa * tmp_fb;\n float3 tmp_fd = tmp_cm + tmp_fc;\n uint tmp_ff = tmp_bs + (uint)2;\n int tmp_fg = (int)tmp_ff;\n int tmp_fh = max(tmp_fg, (int)0);\n int tmp_fi = min(tmp_fh, asint(uniform_h));\n uint tmp_fj = (uint)tmp_fi;\n float tmp_fk = (float)tmp_fj;\n float3 tmp_fl = float3(tmp_fk, (float)0, (float)0);\n float4 tmp_fm = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_fl);\n float tmp_fn = tmp_fm[0];\n float tmp_fo = tmp_fm[1];\n float tmp_fp = tmp_fm[2];\n float3 tmp_fq = float3(tmp_fn, tmp_fo, tmp_fp);\n float3 tmp_fr = tmp_fq - tmp_cd;\n float3 tmp_fs = tmp_fr * tmp_fr;\n float tmp_ft = tmp_fs[2];\n float tmp_fu = tmp_fs[1];\n float tmp_fv = tmp_ft + tmp_fu;\n float tmp_fw = tmp_fs[0];\n float tmp_fx = tmp_fv + tmp_fw;\n float tmp_fy = pow(tmp_fx, (float)0.5);\n float tmp_fz = (float)1 / tmp_fy;\n float3 tmp_ga = float3(tmp_fz, tmp_fz, tmp_fz);\n float3 tmp_gb = tmp_fr * tmp_ga;\n float3 tmp_gc = tmp_ed * tmp_gb;\n float tmp_gd = tmp_gc[2];\n float tmp_ge = tmp_gc[1];\n float tmp_gf = tmp_gd + tmp_ge;\n float tmp_gg = tmp_gc[0];\n float tmp_gh = tmp_gf + tmp_gg;\n float tmp_gi = abs(tmp_gh);\n float tmp_gj = max(tmp_et, tmp_gi);\n float3 tmp_gk = float3(tmp_gj, tmp_gj, tmp_gj);\n float3 tmp_gl = tmp_gb * tmp_gk;\n float3 tmp_gn = tmp_gl * float3(-1, -1, -1);\n float3 tmp_go = tmp_gn + tmp_db;\n float3 tmp_gp = float3(3, 3, 3) * tmp_go;\n float3 tmp_gq = tmp_gp * tmp_cj;\n float3 tmp_gr = tmp_gq * tmp_fb;\n float3 tmp_gs = tmp_gr * tmp_fb;\n float3 tmp_gt = tmp_fd + tmp_gs;\n float3 tmp_gu = tmp_db * tmp_fb;\n float3 tmp_gv = tmp_gu * tmp_fb;\n float3 tmp_gw = tmp_gv * tmp_fb;\n float3 tmp_gx = tmp_gt + tmp_gw;\n SetAttribute_CAC29747( /*inout */attributes.position, tmp_gx);\n }\n {\n uint tmp_bp = attributes.stripIndex ^ asuint(uniform_d);\n float tmp_bq = FixedRand(tmp_bp);\n float tmp_br = tmp_bq * uniform_e;\n float tmp_bs = uniform_c + tmp_br;\n float tmp_bt = tmp_bs * uniform_f;\n float tmp_bu = frac(tmp_bt);\n float tmp_bw = max(tmp_bu, (float)0);\n float tmp_bx = min(tmp_bw, (float)1);\n float tmp_by = (float)1 - tmp_bx;\n float3 tmp_bz = float3(tmp_by, tmp_by, tmp_by);\n float3 tmp_ca = float3(3, 3, 3) * tmp_bz;\n float3 tmp_cb = tmp_ca * tmp_bz;\n uint tmp_cc = (uint)tmp_bt;\n uint tmp_ce = tmp_cc > (uint)0 ? tmp_cc : (uint)0;\n uint tmp_cf = tmp_ce < asuint(uniform_g) ? tmp_ce : asuint(uniform_g);\n float tmp_cg = (float)tmp_cf;\n float3 tmp_ch = float3(tmp_cg, (float)0, (float)0);\n float4 tmp_ci = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_ch);\n float tmp_cj = tmp_ci[0];\n float tmp_ck = tmp_ci[1];\n float tmp_cl = tmp_ci[2];\n float3 tmp_cm = float3(tmp_cj, tmp_ck, tmp_cl);\n int tmp_cn = (int)tmp_cc;\n int tmp_cp = tmp_cn + (int)1;\n int tmp_cr = max(tmp_cp, (int)0);\n int tmp_cs = min(tmp_cr, asint(uniform_h));\n uint tmp_ct = (uint)tmp_cs;\n float tmp_cu = (float)tmp_ct;\n float3 tmp_cv = float3(tmp_cu, (float)0, (float)0);\n float4 tmp_cw = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_cv);\n float tmp_cx = tmp_cw[0];\n float tmp_cy = tmp_cw[1];\n float tmp_cz = tmp_cw[2];\n float3 tmp_da = float3(tmp_cx, tmp_cy, tmp_cz);\n uint tmp_dc = tmp_cc + (uint)4294967295;\n int tmp_dd = (int)tmp_dc;\n int tmp_de = max(tmp_dd, (int)0);\n int tmp_df = min(tmp_de, asint(uniform_h));\n uint tmp_dg = (uint)tmp_df;\n float tmp_dh = (float)tmp_dg;\n float3 tmp_di = float3(tmp_dh, (float)0, (float)0);\n float4 tmp_dj = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_di);\n float tmp_dk = tmp_dj[0];\n float tmp_dl = tmp_dj[1];\n float tmp_dm = tmp_dj[2];\n float3 tmp_dn = float3(tmp_dk, tmp_dl, tmp_dm);\n float3 tmp_do = tmp_da - tmp_dn;\n float3 tmp_dp = tmp_do * tmp_do;\n float tmp_dq = tmp_dp[2];\n float tmp_dr = tmp_dp[1];\n float tmp_ds = tmp_dq + tmp_dr;\n float tmp_dt = tmp_dp[0];\n float tmp_du = tmp_ds + tmp_dt;\n float tmp_dw = pow(tmp_du, (float)0.5);\n float tmp_dx = (float)1 / tmp_dw;\n float3 tmp_dy = float3(tmp_dx, tmp_dx, tmp_dx);\n float3 tmp_dz = tmp_do * tmp_dy;\n float3 tmp_ea = tmp_da - tmp_cm;\n float3 tmp_ec = tmp_ea * float3(0.333000004, 0.333000004, 0.333000004);\n float3 tmp_ed = tmp_dz * tmp_ec;\n float tmp_ee = tmp_ed[2];\n float tmp_ef = tmp_ed[1];\n float tmp_eg = tmp_ee + tmp_ef;\n float tmp_eh = tmp_ed[0];\n float tmp_ei = tmp_eg + tmp_eh;\n float tmp_ej = abs(tmp_ei);\n float3 tmp_ek = tmp_ea * tmp_ea;\n float tmp_el = tmp_ek[2];\n float tmp_em = tmp_ek[1];\n float tmp_en = tmp_el + tmp_em;\n float tmp_eo = tmp_ek[0];\n float tmp_ep = tmp_en + tmp_eo;\n float tmp_eq = pow(tmp_ep, (float)0.5);\n float tmp_es = tmp_eq * (float)0.166500002;\n float tmp_et = max(tmp_ej, tmp_es);\n float3 tmp_eu = float3(tmp_et, tmp_et, tmp_et);\n float3 tmp_ev = tmp_dz * tmp_eu;\n float3 tmp_ew = tmp_cm + tmp_ev;\n float3 tmp_ex = tmp_ew - tmp_cm;\n float3 tmp_ey = tmp_cb * tmp_ex;\n float3 tmp_fa = float3(6, 6, 6) * tmp_bz;\n float3 tmp_fb = float3(tmp_bx, tmp_bx, tmp_bx);\n float3 tmp_fc = tmp_fa * tmp_fb;\n uint tmp_fe = tmp_cc + (uint)2;\n int tmp_ff = (int)tmp_fe;\n int tmp_fg = max(tmp_ff, (int)0);\n int tmp_fh = min(tmp_fg, asint(uniform_h));\n uint tmp_fi = (uint)tmp_fh;\n float tmp_fj = (float)tmp_fi;\n float3 tmp_fk = float3(tmp_fj, (float)0, (float)0);\n float4 tmp_fl = LoadTexture(VFX_SAMPLER(texture_b),(int3)tmp_fk);\n float tmp_fm = tmp_fl[0];\n float tmp_fn = tmp_fl[1];\n float tmp_fo = tmp_fl[2];\n float3 tmp_fp = float3(tmp_fm, tmp_fn, tmp_fo);\n float3 tmp_fq = tmp_fp - tmp_cm;\n float3 tmp_fr = tmp_fq * tmp_fq;\n float tmp_fs = tmp_fr[2];\n float tmp_ft = tmp_fr[1];\n float tmp_fu = tmp_fs + tmp_ft;\n float tmp_fv = tmp_fr[0];\n float tmp_fw = tmp_fu + tmp_fv;\n float tmp_fx = pow(tmp_fw, (float)0.5);\n float tmp_fy = (float)1 / tmp_fx;\n float3 tmp_fz = float3(tmp_fy, tmp_fy, tmp_fy);\n float3 tmp_ga = tmp_fq * tmp_fz;\n float3 tmp_gb = tmp_ec * tmp_ga;\n float tmp_gc = tmp_gb[2];\n float tmp_gd = tmp_gb[1];\n float tmp_ge = tmp_gc + tmp_gd;\n float tmp_gf = tmp_gb[0];\n float tmp_gg = tmp_ge + tmp_gf;\n float tmp_gh = abs(tmp_gg);\n float tmp_gi = max(tmp_es, tmp_gh);\n float3 tmp_gj = float3(tmp_gi, tmp_gi, tmp_gi);\n float3 tmp_gk = tmp_ga * tmp_gj;\n float3 tmp_gm = tmp_gk * float3(-1, -1, -1);\n float3 tmp_gn = tmp_gm + tmp_da;\n float3 tmp_go = tmp_gn - tmp_ew;\n float3 tmp_gp = tmp_fc * tmp_go;\n float3 tmp_gq = tmp_ey + tmp_gp;\n float3 tmp_gr = float3(3, 3, 3) * tmp_fb;\n float3 tmp_gs = tmp_gr * tmp_fb;\n float3 tmp_gt = tmp_da - tmp_gn;\n float3 tmp_gu = tmp_gs * tmp_gt;\n float3 tmp_gv = tmp_gq + tmp_gu;\n uint tmp_gw = attributes.particleId ^ asuint(uniform_j);\n float tmp_gx = FixedRand(tmp_gw);\n float tmp_gy = tmp_gx * uniform_k;\n float tmp_gz = uniform_i + tmp_gy;\n float3 tmp_ha = float3(tmp_gz, tmp_gz, tmp_gz);\n float3 tmp_hb = tmp_gv * tmp_ha;\n SetAttribute_E629755( /*inout */attributes.velocity, tmp_hb);\n }\n SetAttribute_AA7D7CD( /*inout */attributes.velocity, /*inout */attributes.seed, A_d, B_d);\n {\n SetAttribute_F01429A3( /*inout */attributes.lifetime, /*inout */attributes.seed, (float)1, (float)3);\n }\n SetAttribute_3278B545( /*inout */attributes.size, /*inout */attributes.seed, A_f, B_f);\n {\n AttributeMassFromVolume( /*inout */attributes.mass, attributes.size, attributes.scaleX, attributes.scaleY, attributes.scaleZ, (float)1000);\n }\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.seed));\n attributeBuffer.Store3((index * 0x8 + 0x1C0) << 2,asuint(attributes.position));\n attributeBuffer.Store3((index * 0x8 + 0x1C4) << 2,asuint(attributes.velocity));\n attributeBuffer.Store((index * 0x1 + 0xFC0) << 2,asuint(attributes.lifetime));\n attributeBuffer.Store((index * 0x1 + 0x1180) << 2,asuint(attributes.size));\n attributeBuffer.Store((index * 0x1 + 0x1340) << 2,asuint(attributes.mass));\n attributeBuffer.Store((index * 0xC + 0x1503) << 2,asuint(attributes.scaleX));\n attributeBuffer.Store((index * 0xC + 0x1507) << 2,asuint(attributes.scaleY));\n attributeBuffer.Store((index * 0x8 + 0x1C3) << 2,asuint(attributes.age));\n attributeBuffer.Store((index * 0xC + 0x150B) << 2,asuint(attributes.alpha));\n attributeBuffer.Store((index * 0x8 + 0x1C7) << 2,uint(attributes.alive));\n attributeBuffer.Store3((index * 0xC + 0x1500) << 2,asuint(attributes.axisX));\n attributeBuffer.Store3((index * 0xC + 0x1504) << 2,asuint(attributes.axisY));\n attributeBuffer.Store3((index * 0xC + 0x1508) << 2,asuint(attributes.axisZ));\n attributeBuffer.Store3((index * 0x4 + 0x2A00) << 2,asuint(attributes.color));\n \n\r\n }\r\n }\r\n}\r\n" - compute: 1 name: '[Sparks]Update Particle' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n float4x4 ViewToVFX_b;\n float4x4 VFXToView_b;\n float4x4 ViewToClip_b;\n float4x4 ClipToView_b;\n float3 Force_c;\n float dragCoefficient_a;\n float2 Camera_pixelDimensions_b;\n float deltaTime_a;\n float Bounce_b;\n float Roughness_b;\n float surfaceThickness_b;\n float Camera_nearPlane_b;\n float Camera_farPlane_b;\nCBUFFER_END\n\nstruct Attributes\n{\n uint seed;\n float3 position;\n float3 velocity;\n float lifetime;\n float mass;\n float age;\n bool alive;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2DArray Camera_depthBuffer_b;\nSamplerState samplerCamera_depthBuffer_b;\nfloat4 Camera_depthBuffer_b_TexelSize;\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\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 CollisionDepth_3BAC114(inout float3 position, inout float3 velocity, inout float age, float lifetime, inout uint seed, float Bounce, float Friction, float LifetimeLoss, float Roughness, float surfaceThickness, float deltaTime, float radius, float Camera_nearPlane, float Camera_farPlane, float2 Camera_pixelDimensions, VFXSampler2DArray Camera_depthBuffer, float4x4 ViewToVFX, float4x4 VFXToView, float4x4 ViewToClip, float4x4 ClipToView) /*camera:Main surfaceThickness:Custom mode:Solid radiusMode:None roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n float3 viewPos = mul(VFXToView,float4(nextPos,1.0f));\n \n float4 projPos = mul(ViewToClip,float4(viewPos,1.0f));\n projPos.xyz /= projPos.w;\n float2 aProjPos = abs(projPos.xy);\n \n if (aProjPos.x < 1.0f && aProjPos.y < 1.0f) // visible on screen\n {\n float2 uv = projPos.xy * 0.5f + 0.5f;\n float depth = LoadTexture(Camera_depthBuffer,int4(uv*Camera_pixelDimensions, 0, 0)).r;\n #if UNITY_REVERSED_Z\n depth = 1.0f - depth; // reversed z\n #endif\n \n const float n = Camera_nearPlane;\n const float f = Camera_farPlane;\n float linearEyeDepth = n * f / (depth * (n - f) + f);\n if (viewPos.z > linearEyeDepth - radius && viewPos.z < linearEyeDepth + radius + surfaceThickness)\n {\n const float2 pixelOffset = 2.0f / Camera_pixelDimensions;\n \n float2 projPos10 = projPos.xy + float2(pixelOffset.x,0.0f);\n float2 projPos01 = projPos.xy + float2(0.0f,pixelOffset.y);\n \n int2 depthPos10 = clamp(int2((projPos10 * 0.5f + 0.5f) * Camera_pixelDimensions), 0, Camera_pixelDimensions - 1);\n int2 depthPos01 = clamp(int2((projPos01 * 0.5f + 0.5f) * Camera_pixelDimensions), 0, Camera_pixelDimensions - 1);\n \n float depth10 = LoadTexture(Camera_depthBuffer, int4(depthPos10, 0, 0)).r;\n float depth01 = LoadTexture(Camera_depthBuffer, int4(depthPos01, 0, 0)).r;\n \n #if UNITY_REVERSED_Z\n depth10 = 1.0f - depth10;\n depth01 = 1.0f - depth01;\n #endif\n \n float4 vPos10 = mul(ClipToView,float4(projPos10,depth10 * 2.0f - 1.0f,1.0f));\n float4 vPos01 = mul(ClipToView,float4(projPos01,depth01 * 2.0f - 1.0f,1.0f));\n \n vPos10.xyz /= vPos10.w;\n vPos01.xyz /= vPos01.w;\n \n viewPos *= linearEyeDepth / viewPos.z; // Position on depth surface\n \n float3 n = normalize(cross(vPos01.xyz - viewPos,vPos10.xyz - viewPos));\n n = normalize(mul((float3x3)ViewToVFX,n));\n \n viewPos *= 1.0f - radius / linearEyeDepth; // Push based on radius\n position = mul(ViewToVFX,float4(viewPos,1.0f)).xyz;\n float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal = (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal; // random normal on hemisphere, relative to the normal\n n = normalize(lerp(n, randomNormal, Roughness));\n \n float projVelocity = dot(n, velocity);\n \n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity = velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity -= ((1 + Bounce) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n \n age += (LifetimeLoss * lifetime);\n \n }\n }\n}\nvoid Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n velocity += Force * deltaTime;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.seed = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\t\tattributes.mass = asfloat(attributeBuffer.Load((index * 0x1 + 0x1340) << 2));\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\tDrag_0( /*inout */attributes.velocity, attributes.mass, dragCoefficient_a, deltaTime_a);\n\t\t\t{\n\t\t\t CollisionDepth_3BAC114( /*inout */attributes.position, /*inout */attributes.velocity, /*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed, Bounce_b, (float)0, (float)0, Roughness_b, surfaceThickness_b, deltaTime_a, (float)0, Camera_nearPlane_b, Camera_farPlane_b, Camera_pixelDimensions_b, GetVFXSampler(Camera_depthBuffer_b, samplerCamera_depthBuffer_b), ViewToVFX_b, VFXToView_b, ViewToClip_b, ClipToView_b);\n\t\t\t}\n\t\t\tGravity( /*inout */attributes.velocity, Force_c, deltaTime_a);\n\t\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.seed));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x1C0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x1C4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x1C3) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip = GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE, stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE, stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x1C7) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer, STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n attributes.stripAlive = false;\r\n \r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.seed = (attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\tattributes.mass = asfloat(attributeBuffer.Load((index * 0x1 + 0x1340) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\tDrag_0( /*inout */attributes.velocity, attributes.mass, dragCoefficient_a, deltaTime_a);\n\t\t{\n\t\t CollisionDepth_3BAC114( /*inout */attributes.position, /*inout */attributes.velocity, /*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed, Bounce_b, (float)0, (float)0, Roughness_b, surfaceThickness_b, deltaTime_a, (float)0, Camera_nearPlane_b, Camera_farPlane_b, Camera_pixelDimensions_b, GetVFXSampler(Camera_depthBuffer_b, samplerCamera_depthBuffer_b), ViewToVFX_b, VFXToView_b, ViewToClip_b, ClipToView_b);\n\t\t}\n\t\tGravity( /*inout */attributes.velocity, Force_c, deltaTime_a);\n\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age, attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(attributes.seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1C0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1C4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x1C3) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x1C7) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[Sparks]Output Particle Quad' source: "Shader \"Hidden/VFX/CableChain/Sparks/Output Particle Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend SrcAlpha One \n\t\tBlend 1 SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION (2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_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_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define WRITE_MOTION_VECTOR_IN_FORWARD 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float2 Scale_b;\n\t\t float Color_c;\n\t\t float currentFrameIndex;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float3 position;\n\t\t float3 velocity;\n\t\t float lifetime;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float age;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_TexelSize;\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#if HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\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\t#if HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\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\t// Helper macros to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t \n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t #endif\n\t\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV uv\n\t\t\t\n\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS posWS\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\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#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1180) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0xC + 0x1503) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x1507) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index * 0xC + 0x150B) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x1500) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x1504) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x1508) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2A00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1180) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0xC + 0x1503) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x1507) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index * 0xC + 0x150B) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x1500) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x1504) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x1508) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2A00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t\tSetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY, Scale_b);\n\t\t\t\tAttributeFromCurve_48A86161( /*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime, Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.0521935299;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t \n\t\t\t \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.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t #ifdef VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn (float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined \n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 outMotionVector : SV_Target1;\n\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\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.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\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#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3 prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent = normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3 nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex - 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex + 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex) - currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent + nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE + 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\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\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1180) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0xC + 0x1503) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x1507) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index * 0xC + 0x150B) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x1500) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x1504) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x1508) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2A00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1180) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0xC + 0x1503) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x1507) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index * 0xC + 0x150B) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x1500) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x1504) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x1508) << 2));\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2A00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\t\tSetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY, Scale_b);\n\t\t\t\tAttributeFromCurve_48A86161( /*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime, Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x = (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x = PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x = texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y, o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position, currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ = attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY = normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ = normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale) + 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor = id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id & 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; // Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t \n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t #ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t #endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if (USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.0521935299;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined (VFX_VARYING_UV)\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#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK && defined(VFX_VARYING_UV)\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, attributes.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 && defined(VFX_VARYING_UV) && defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t \n\t\t\t \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.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t#if VFX_SHADERGRAPH\n\t\t\t\n\t\t#endif\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\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMAL\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#ifdef VFX_VARYING_TANGENT\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 - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS = 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\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\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#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t#if VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t \n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.;\n\t\t #endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4 color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient, VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\to.color = VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\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 = saturate(o.color.a);\n\t\t\t\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n" - compute: 1 name: '[Sparks]MotionVector' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n float2 Scale_b;\n float Color_c;\n float currentFrameIndex;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n float3 velocity;\n float lifetime;\n float size;\n float scaleX;\n float scaleY;\n float scaleZ;\n float age;\n float alpha;\n bool alive;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n float angleZ;\n float pivotX;\n float pivotY;\n float pivotZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D mainTexture;\nSamplerState samplermainTexture;\nfloat4 mainTexture_TexelSize;\n\n\r\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n{\n \n axisY = normalize(velocity);\n axisZ = position - GetViewVFXPosition();\n axisX = normalize(cross(axisY,axisZ));\n axisZ = cross(axisX,axisY);\n \n}\nvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY */\n{\n scaleX = Scale.x;\n scaleY = Scale.y;\n}\nvoid AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = age / lifetime;\n float4 value = 0.0f;\n value = SampleGradient(Color, t);\n color = value.rgb;\n alpha = value.a;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x1C7) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C0) << 2));\nattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x1C4) << 2));\nattributes.lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0xFC0) << 2));\nattributes.size = asfloat(attributeBuffer.Load((index * 0x1 + 0x1180) << 2));\nattributes.scaleX = asfloat(attributeBuffer.Load((index * 0xC + 0x1503) << 2));\nattributes.scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x1507) << 2));\nattributes.scaleZ = (float)1;\nattributes.age = asfloat(attributeBuffer.Load((index * 0x8 + 0x1C3) << 2));\nattributes.alpha = asfloat(attributeBuffer.Load((index * 0xC + 0x150B) << 2));\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x1500) << 2));\nattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x1504) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x1508) << 2));\nattributes.angleX = (float)0;\nattributes.angleY = (float)0;\nattributes.angleZ = (float)0;\nattributes.pivotX = (float)0;\nattributes.pivotY = (float)0;\nattributes.pivotZ = (float)0;\nattributes.color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x2A00) << 2));\n\n\r\n\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\tSetAttribute_D5151647( /*inout */attributes.scaleX, /*inout */attributes.scaleY, Scale_b);\n\t\t\tAttributeFromCurve_48A86161( /*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime, Color_c);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index * 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex) : 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n" m_Infos: m_Expressions: m_Expressions: - op: 8 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 1 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 2 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 29 valueIndex: 3 data[0]: 1 data[1]: 2 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 5 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 67 valueIndex: 6 data[0]: 4 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 7 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 6 - op: 29 valueIndex: 8 data[0]: 6 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