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tmp_df = tmp_de * float3(1,0,0);\n float3 tmp_dg = tmp_dc + tmp_df;\n
\ float3 tmp_dh = tmp_dg * uniform_d;\n float3 tmp_di =
tmp_bi + tmp_dh;\n PositionSequential_C89B0775(particleId, /*inout
*/position, /*inout */targetPosition, tmp_cc, tmp_di);\n }\n {\n
\ uint tmp_be = particleId ^ asuint(uniform_e);\n float
tmp_bf = FixedRand(tmp_be);\n float tmp_bh = tmp_bf * (float)1.1;\n
\ bool tmp_bi = (float)0.5 >= tmp_bh;\n bool tmp_bl = (float)1
>= tmp_bh;\n float4 tmp_bo = tmp_bl ? float4(1,0.1578947,0,0) : float4(16,3.32549,0,0);\n
\ float4 tmp_bp = tmp_bi ? float4(0.09433961,0.01596516,0,0) : tmp_bo;\n
\ float tmp_bq = tmp_bp[0];\n float tmp_br = tmp_bp[1];\n
\ float tmp_bs = tmp_bp[2];\n float3 tmp_bt = float3(tmp_bq,
tmp_br, tmp_bs);\n SetAttribute_FDD06EC7( /*inout */color, tmp_bt);\n
\ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
\ attributeBuffer.Store((index * 0x2 + 0x0) << 2,asuint(lifetime));\n
\ attributeBuffer.Store((index * 0x8 + 0x803) << 2,asuint(texIndex));\n
\ attributeBuffer.Store((index * 0x8 + 0x804) << 2,asuint(size));\n
\ attributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(particleId));\n
\ attributeBuffer.Store3((index * 0x8 + 0x2800) << 2,asuint(position));\n
\ attributeBuffer.Store3((index * 0x8 + 0x2804) << 2,asuint(targetPosition));\n
\ attributeBuffer.Store3((index * 0x8 + 0x800) << 2,asuint(color));\n
\ attributeBuffer.Store((index * 0x1 + 0x4800) << 2,asuint(rateCount_e));\n
\ attributeBuffer.Store((index * 0x8 + 0x2803) << 2,uint(alive));\n
\ attributeBuffer.Store((index * 0x8 + 0x2807) << 2,asuint(age));\n
\ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index
* 0x2 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store((index *
0x8 + 0x803) << 2,asuint(texIndex));\n attributeBuffer.Store((index *
0x8 + 0x804) << 2,asuint(size));\n attributeBuffer.Store((index * 0x2
+ 0x1) << 2,asuint(particleId));\n attributeBuffer.Store3((index * 0x8
+ 0x2800) << 2,asuint(position));\n attributeBuffer.Store3((index * 0x8
+ 0x2804) << 2,asuint(targetPosition));\n attributeBuffer.Store3((index
* 0x8 + 0x800) << 2,asuint(color));\n attributeBuffer.Store((index *
0x1 + 0x4800) << 2,asuint(rateCount_e));\n attributeBuffer.Store((index
* 0x8 + 0x2803) << 2,uint(alive));\n attributeBuffer.Store((index * 0x8
+ 0x2807) << 2,asuint(age));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[Ring]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_RATECOUNT_E_CURRENT 1\n#define
VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4 uniform_l;\n float3 uniform_h;\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_i;\n float uniform_j;\n float
uniform_k;\n float uniform_m;\n float uniform_n;\n float uniform_o;\n
\ uint PADDING_0;\nCBUFFER_END\nAppendStructuredBuffer<uint> eventListOut_a;\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
= Position;\n}\nvoid SetAttribute_2CF4000A(inout float3 targetPosition, float3
TargetPosition) /*attribute:targetPosition Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n targetPosition = TargetPosition;\n}\nvoid
GPUEventRate_0(inout float rateCount_e, inout uint eventCount, float Rate, float
deltaTime) /*mode:OverTime */\n{\n rateCount_e += deltaTime * Rate;\n uint
count = floor(rateCount_e);\n rateCount_e = frac(rateCount_e);\n eventCount
= count;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
{ alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\n\n\t\tif
(alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
0x2 + 0x0) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x2
+ 0x1) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x2800) << 2));\n\t\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x2804) << 2));\n\t\t\tfloat rateCount_e = asfloat(attributeBuffer.Load((index
* 0x1 + 0x4800) << 2));\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount
= (uint)0;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x2807)
<< 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float3 tmp_bo = float3(0,1,0)
* position;\n\t\t\t float tmp_bp = tmp_bo[2];\n\t\t\t float tmp_bq = tmp_bo[1];\n\t\t\t
\ float tmp_br = tmp_bp + tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[0];\n\t\t\t
\ float tmp_bt = tmp_br + tmp_bs;\n\t\t\t float3 tmp_bu = float3(tmp_bt,
tmp_bt, tmp_bt);\n\t\t\t float3 tmp_bv = float3(0,1,0) * tmp_bu;\n\t\t\t
\ float3 tmp_bw = position - tmp_bv;\n\t\t\t uint tmp_by = particleId ^
asuint(uniform_b);\n\t\t\t float tmp_bz = FixedRand(tmp_by);\n\t\t\t float
tmp_cb = tmp_bz * (float)3;\n\t\t\t float tmp_cc = (float)2 + tmp_cb;\n\t\t\t
\ float tmp_ce = (float)4 - tmp_cc;\n\t\t\t float tmp_cf = uniform_c *
tmp_ce;\n\t\t\t float tmp_cg = tmp_cc + tmp_cf;\n\t\t\t float tmp_ch =
tmp_cg * uniform_d;\n\t\t\t float tmp_ci = cos(tmp_ch);\n\t\t\t float3
tmp_cj = float3(tmp_ci, tmp_ci, tmp_ci);\n\t\t\t float3 tmp_ck = tmp_bw *
tmp_cj;\n\t\t\t float3 tmp_cl = tmp_bv + tmp_ck;\n\t\t\t float tmp_cn
= tmp_bw[2];\n\t\t\t float tmp_co = (float)0 - tmp_cn;\n\t\t\t float tmp_cp
= tmp_bw[0];\n\t\t\t float3 tmp_cq = float3(tmp_co, (float)0, tmp_cp);\n\t\t\t
\ float tmp_cr = sin(tmp_ch);\n\t\t\t float3 tmp_cs = float3(tmp_cr, tmp_cr,
tmp_cr);\n\t\t\t float3 tmp_ct = tmp_cq * tmp_cs;\n\t\t\t float3 tmp_cu
= tmp_cl + tmp_ct;\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cu);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float3 tmp_bo = float3(0,1,0) * targetPosition;\n\t\t\t float tmp_bp
= tmp_bo[2];\n\t\t\t float tmp_bq = tmp_bo[1];\n\t\t\t float tmp_br =
tmp_bp + tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[0];\n\t\t\t float tmp_bt
= tmp_br + tmp_bs;\n\t\t\t float3 tmp_bu = float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t\t
\ float3 tmp_bv = float3(0,1,0) * tmp_bu;\n\t\t\t float3 tmp_bw = targetPosition
- tmp_bv;\n\t\t\t uint tmp_by = particleId ^ asuint(uniform_b);\n\t\t\t float
tmp_bz = FixedRand(tmp_by);\n\t\t\t float tmp_cb = tmp_bz * (float)3;\n\t\t\t
\ float tmp_cc = (float)2 + tmp_cb;\n\t\t\t float tmp_ce = (float)4 - tmp_cc;\n\t\t\t
\ float tmp_cf = uniform_c * tmp_ce;\n\t\t\t float tmp_cg = tmp_cc + tmp_cf;\n\t\t\t
\ float tmp_ch = tmp_cg * uniform_d;\n\t\t\t float tmp_ci = cos(tmp_ch);\n\t\t\t
\ float3 tmp_cj = float3(tmp_ci, tmp_ci, tmp_ci);\n\t\t\t float3 tmp_ck
= tmp_bw * tmp_cj;\n\t\t\t float3 tmp_cl = tmp_bv + tmp_ck;\n\t\t\t float
tmp_cn = tmp_bw[2];\n\t\t\t float tmp_co = (float)0 - tmp_cn;\n\t\t\t float
tmp_cp = tmp_bw[0];\n\t\t\t float3 tmp_cq = float3(tmp_co, (float)0, tmp_cp);\n\t\t\t
\ float tmp_cr = sin(tmp_ch);\n\t\t\t float3 tmp_cs = float3(tmp_cr, tmp_cr,
tmp_cr);\n\t\t\t float3 tmp_ct = tmp_cq * tmp_cs;\n\t\t\t float3 tmp_cu
= tmp_cl + tmp_ct;\n\t\t\t SetAttribute_2CF4000A( /*inout */targetPosition,
tmp_cu);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bo = position * position;\n\t\t\t
\ float tmp_bp = tmp_bo[2];\n\t\t\t float tmp_bq = tmp_bo[1];\n\t\t\t float
tmp_br = tmp_bp + tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[0];\n\t\t\t float
tmp_bt = tmp_br + tmp_bs;\n\t\t\t float tmp_bv = pow(tmp_bt, (float)0.5);\n\t\t\t
\ float tmp_bw = (float)1 / tmp_bv;\n\t\t\t float3 tmp_bx = float3(tmp_bw,
tmp_bw, tmp_bw);\n\t\t\t float3 tmp_by = position * tmp_bx;\n\t\t\t float2
tmp_ca = GeneratePerlinNoise(uniform_g, uniform_h.x, (int)5, uniform_h.y, uniform_h.z);\n\t\t\t
\ float tmp_cb = tmp_ca[0];\n\t\t\t float tmp_cd = tmp_cb - (float)-1;\n\t\t\t
\ float tmp_cf = tmp_cd / (float)2;\n\t\t\t float tmp_cg = tmp_cf * uniform_i;\n\t\t\t
\ float tmp_ch = uniform_f + tmp_cg;\n\t\t\t float tmp_ci = uniform_e +
tmp_ch;\n\t\t\t float tmp_cj = tmp_ci + uniform_j;\n\t\t\t float3 tmp_ck
= float3(tmp_cj, tmp_cj, tmp_cj);\n\t\t\t float3 tmp_cl = tmp_by * tmp_ck;\n\t\t\t
\ SetAttribute_CAC29747( /*inout */position, tmp_cl);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float3 tmp_bo = targetPosition * targetPosition;\n\t\t\t float tmp_bp
= tmp_bo[2];\n\t\t\t float tmp_bq = tmp_bo[1];\n\t\t\t float tmp_br =
tmp_bp + tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[0];\n\t\t\t float tmp_bt
= tmp_br + tmp_bs;\n\t\t\t float tmp_bv = pow(tmp_bt, (float)0.5);\n\t\t\t
\ float tmp_bw = (float)1 / tmp_bv;\n\t\t\t float3 tmp_bx = float3(tmp_bw,
tmp_bw, tmp_bw);\n\t\t\t float3 tmp_by = targetPosition * tmp_bx;\n\t\t\t
\ float2 tmp_ca = GeneratePerlinNoise(uniform_g, uniform_h.x, (int)5, uniform_h.y,
uniform_h.z);\n\t\t\t float tmp_cb = tmp_ca[0];\n\t\t\t float tmp_cd =
tmp_cb - (float)-1;\n\t\t\t float tmp_cf = tmp_cd / (float)2;\n\t\t\t float
tmp_cg = tmp_cf * uniform_i;\n\t\t\t float tmp_ch = uniform_f + tmp_cg;\n\t\t\t
\ float tmp_ci = uniform_e + tmp_ch;\n\t\t\t float tmp_cj = tmp_ci + uniform_j;\n\t\t\t
\ float3 tmp_ck = float3(tmp_cj, tmp_cj, tmp_cj);\n\t\t\t float3 tmp_cl
= tmp_by * tmp_ck;\n\t\t\t SetAttribute_2CF4000A( /*inout */targetPosition,
tmp_cl);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bn = position[2];\n\t\t\t float
tmp_bo = position[0];\n\t\t\t float tmp_bp = atan2(tmp_bn, tmp_bo);\n\t\t\t
\ uint tmp_bq = particleId ^ asuint(uniform_n);\n\t\t\t float tmp_br =
FixedRand(tmp_bq);\n\t\t\t float tmp_bs = uniform_d * tmp_br;\n\t\t\t float
tmp_bt = uniform_m + tmp_bs;\n\t\t\t float tmp_bu = tmp_bt * uniform_o;\n\t\t\t
\ float tmp_bv = tmp_bp - tmp_bu;\n\t\t\t float tmp_bx = tmp_bv / (float)6.283185;\n\t\t\t
\ float tmp_by = frac(tmp_bx);\n\t\t\t float tmp_bz = SampleCurve(uniform_l,tmp_by);\n\t\t\t
\ float tmp_cb = (bool)asuint(uniform_k) ? tmp_bz : (float)0;\n\t\t\t eventCount
= 0u;\n\t\t\t GPUEventRate_0( /*inout */rateCount_e, /*inout */eventCount,
tmp_cb, uniform_d);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\tAge(
/*inout */age, uniform_d);\n\t\t\tReap(age, lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif
(alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x2800) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x2804) << 2,asuint(targetPosition));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x4800) << 2,asuint(rateCount_e));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2807) << 2,asuint(age));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2803) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x2
+ 0x1) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index *
0x8 + 0x2800) << 2));\n\t\tfloat3 targetPosition = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x2804) << 2));\n\t\tfloat rateCount_e = asfloat(attributeBuffer.Load((index
* 0x1 + 0x4800) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount =
(uint)0;\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x2807) << 2));\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
\ float3 tmp_bo = float3(0,1,0) * position;\n\t\t float tmp_bp = tmp_bo[2];\n\t\t
\ float tmp_bq = tmp_bo[1];\n\t\t float tmp_br = tmp_bp + tmp_bq;\n\t\t
\ float tmp_bs = tmp_bo[0];\n\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t
\ float3 tmp_bu = float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t float3 tmp_bv =
float3(0,1,0) * tmp_bu;\n\t\t float3 tmp_bw = position - tmp_bv;\n\t\t uint
tmp_by = particleId ^ asuint(uniform_b);\n\t\t float tmp_bz = FixedRand(tmp_by);\n\t\t
\ float tmp_cb = tmp_bz * (float)3;\n\t\t float tmp_cc = (float)2 + tmp_cb;\n\t\t
\ float tmp_ce = (float)4 - tmp_cc;\n\t\t float tmp_cf = uniform_c * tmp_ce;\n\t\t
\ float tmp_cg = tmp_cc + tmp_cf;\n\t\t float tmp_ch = tmp_cg * uniform_d;\n\t\t
\ float tmp_ci = cos(tmp_ch);\n\t\t float3 tmp_cj = float3(tmp_ci, tmp_ci,
tmp_ci);\n\t\t float3 tmp_ck = tmp_bw * tmp_cj;\n\t\t float3 tmp_cl =
tmp_bv + tmp_ck;\n\t\t float tmp_cn = tmp_bw[2];\n\t\t float tmp_co =
(float)0 - tmp_cn;\n\t\t float tmp_cp = tmp_bw[0];\n\t\t float3 tmp_cq
= float3(tmp_co, (float)0, tmp_cp);\n\t\t float tmp_cr = sin(tmp_ch);\n\t\t
\ float3 tmp_cs = float3(tmp_cr, tmp_cr, tmp_cr);\n\t\t float3 tmp_ct =
tmp_cq * tmp_cs;\n\t\t float3 tmp_cu = tmp_cl + tmp_ct;\n\t\t SetAttribute_CAC29747(
/*inout */position, tmp_cu);\n\t\t}\n\t\t{\n\t\t float3 tmp_bo = float3(0,1,0)
* targetPosition;\n\t\t float tmp_bp = tmp_bo[2];\n\t\t float tmp_bq =
tmp_bo[1];\n\t\t float tmp_br = tmp_bp + tmp_bq;\n\t\t float tmp_bs =
tmp_bo[0];\n\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t float3 tmp_bu =
float3(tmp_bt, tmp_bt, tmp_bt);\n\t\t float3 tmp_bv = float3(0,1,0) * tmp_bu;\n\t\t
\ float3 tmp_bw = targetPosition - tmp_bv;\n\t\t uint tmp_by = particleId
^ asuint(uniform_b);\n\t\t float tmp_bz = FixedRand(tmp_by);\n\t\t float
tmp_cb = tmp_bz * (float)3;\n\t\t float tmp_cc = (float)2 + tmp_cb;\n\t\t
\ float tmp_ce = (float)4 - tmp_cc;\n\t\t float tmp_cf = uniform_c * tmp_ce;\n\t\t
\ float tmp_cg = tmp_cc + tmp_cf;\n\t\t float tmp_ch = tmp_cg * uniform_d;\n\t\t
\ float tmp_ci = cos(tmp_ch);\n\t\t float3 tmp_cj = float3(tmp_ci, tmp_ci,
tmp_ci);\n\t\t float3 tmp_ck = tmp_bw * tmp_cj;\n\t\t float3 tmp_cl =
tmp_bv + tmp_ck;\n\t\t float tmp_cn = tmp_bw[2];\n\t\t float tmp_co =
(float)0 - tmp_cn;\n\t\t float tmp_cp = tmp_bw[0];\n\t\t float3 tmp_cq
= float3(tmp_co, (float)0, tmp_cp);\n\t\t float tmp_cr = sin(tmp_ch);\n\t\t
\ float3 tmp_cs = float3(tmp_cr, tmp_cr, tmp_cr);\n\t\t float3 tmp_ct =
tmp_cq * tmp_cs;\n\t\t float3 tmp_cu = tmp_cl + tmp_ct;\n\t\t SetAttribute_2CF4000A(
/*inout */targetPosition, tmp_cu);\n\t\t}\n\t\t{\n\t\t float3 tmp_bo = position
* position;\n\t\t float tmp_bp = tmp_bo[2];\n\t\t float tmp_bq = tmp_bo[1];\n\t\t
\ float tmp_br = tmp_bp + tmp_bq;\n\t\t float tmp_bs = tmp_bo[0];\n\t\t
\ float tmp_bt = tmp_br + tmp_bs;\n\t\t float tmp_bv = pow(tmp_bt, (float)0.5);\n\t\t
\ float tmp_bw = (float)1 / tmp_bv;\n\t\t float3 tmp_bx = float3(tmp_bw,
tmp_bw, tmp_bw);\n\t\t float3 tmp_by = position * tmp_bx;\n\t\t float2
tmp_ca = GeneratePerlinNoise(uniform_g, uniform_h.x, (int)5, uniform_h.y, uniform_h.z);\n\t\t
\ float tmp_cb = tmp_ca[0];\n\t\t float tmp_cd = tmp_cb - (float)-1;\n\t\t
\ float tmp_cf = tmp_cd / (float)2;\n\t\t float tmp_cg = tmp_cf * uniform_i;\n\t\t
\ float tmp_ch = uniform_f + tmp_cg;\n\t\t float tmp_ci = uniform_e + tmp_ch;\n\t\t
\ float tmp_cj = tmp_ci + uniform_j;\n\t\t float3 tmp_ck = float3(tmp_cj,
tmp_cj, tmp_cj);\n\t\t float3 tmp_cl = tmp_by * tmp_ck;\n\t\t SetAttribute_CAC29747(
/*inout */position, tmp_cl);\n\t\t}\n\t\t{\n\t\t float3 tmp_bo = targetPosition
* targetPosition;\n\t\t float tmp_bp = tmp_bo[2];\n\t\t float tmp_bq =
tmp_bo[1];\n\t\t float tmp_br = tmp_bp + tmp_bq;\n\t\t float tmp_bs =
tmp_bo[0];\n\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t float tmp_bv =
pow(tmp_bt, (float)0.5);\n\t\t float tmp_bw = (float)1 / tmp_bv;\n\t\t float3
tmp_bx = float3(tmp_bw, tmp_bw, tmp_bw);\n\t\t float3 tmp_by = targetPosition
* tmp_bx;\n\t\t float2 tmp_ca = GeneratePerlinNoise(uniform_g, uniform_h.x,
(int)5, uniform_h.y, uniform_h.z);\n\t\t float tmp_cb = tmp_ca[0];\n\t\t
\ float tmp_cd = tmp_cb - (float)-1;\n\t\t float tmp_cf = tmp_cd / (float)2;\n\t\t
\ float tmp_cg = tmp_cf * uniform_i;\n\t\t float tmp_ch = uniform_f + tmp_cg;\n\t\t
\ float tmp_ci = uniform_e + tmp_ch;\n\t\t float tmp_cj = tmp_ci + uniform_j;\n\t\t
\ float3 tmp_ck = float3(tmp_cj, tmp_cj, tmp_cj);\n\t\t float3 tmp_cl =
tmp_by * tmp_ck;\n\t\t SetAttribute_2CF4000A( /*inout */targetPosition, tmp_cl);\n\t\t}\n\t\t{\n\t\t
\ float tmp_bn = position[2];\n\t\t float tmp_bo = position[0];\n\t\t float
tmp_bp = atan2(tmp_bn, tmp_bo);\n\t\t uint tmp_bq = particleId ^ asuint(uniform_n);\n\t\t
\ float tmp_br = FixedRand(tmp_bq);\n\t\t float tmp_bs = uniform_d * tmp_br;\n\t\t
\ float tmp_bt = uniform_m + tmp_bs;\n\t\t float tmp_bu = tmp_bt * uniform_o;\n\t\t
\ float tmp_bv = tmp_bp - tmp_bu;\n\t\t float tmp_bx = tmp_bv / (float)6.283185;\n\t\t
\ float tmp_by = frac(tmp_bx);\n\t\t float tmp_bz = SampleCurve(uniform_l,tmp_by);\n\t\t
\ float tmp_cb = (bool)asuint(uniform_k) ? tmp_bz : (float)0;\n\t\t eventCount
= 0u;\n\t\t GPUEventRate_0( /*inout */rateCount_e, /*inout */eventCount,
tmp_cb, uniform_d);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\tAge( /*inout
*/age, uniform_d);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x2800) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index *
0x8 + 0x2804) << 2,asuint(targetPosition));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x4800) << 2,asuint(rateCount_e));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x2803) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 +
0x2807) << 2,asuint(age));\n\t\tfor (uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if
VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n#endif\n\t}\n}\n"
- compute: 1
name: '[Ring Sparks]Initialize'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4 uniform_b;\n float uniform_c;\n float uniform_d;\n float
uniform_e;\n float uniform_f;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
inputAdditional;\n#endif\n\nvoid SetAttribute_3278B543(inout float size, inout
uint seed, float A, float B) /*attribute:size Composition:Overwrite Source:Slot
Random:Uniform channels:X */\n{\n size = lerp(A,B,RAND);\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_CAC02F9E(inout float3 position, float3 Value) /*attribute:position
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n position
= Value;\n}\nvoid PositionSphere_0(inout float3 position, inout uint seed, inout
float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius,
float ArcSphere_arc, float volumeFactor) /*positionMode:Surface spawnMode:Randomized
*/\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n
\ float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n
\ \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
\ sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
\ \n}\nvoid SetAttribute_D238196D(inout float3 position, float3 Position)
/*attribute:position Composition:Multiply Source:Slot Random:Off channels:XYZ
*/\n{\n position *= Position;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n
\ float size = (float)0.1;\n uint seed = (uint)0;\n float
lifetime = (float)1;\n float3 position = float3(0,0,0);\n float3
direction = float3(0,0,1);\n uint particleId = (uint)0;\n float3
velocity = float3(0,0,0);\n bool alive = (bool)true;\n float age
= (float)0;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x2800) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
= particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex
^ systemSeed);\n#endif\n \n {\n SetAttribute_3278B543(
/*inout */size, /*inout */seed, (float)0.1, (float)0.2);\n }\n {\n
\ float tmp_be = position[2];\n float tmp_bf = position[0];\n
\ float tmp_bg = atan2(tmp_be, tmp_bf);\n uint tmp_bh =
particleId ^ asuint(uniform_e);\n float tmp_bi = FixedRand(tmp_bh);\n
\ float tmp_bj = uniform_d * tmp_bi;\n float tmp_bk = uniform_c
+ tmp_bj;\n float tmp_bl = tmp_bk * uniform_f;\n float
tmp_bm = tmp_bg - tmp_bl;\n float tmp_bo = tmp_bm / (float)6.283185;\n
\ float tmp_bp = frac(tmp_bo);\n float tmp_bq = SampleCurve(uniform_b,tmp_bp);\n
\ SetAttribute_F01429A3( /*inout */lifetime, /*inout */seed, (float)0.5,
tmp_bq);\n }\n {\n float3 tmp_bd = position_source;\n
\ SetAttribute_CAC02F9E( /*inout */position, tmp_bd);\n }\n
\ {\n PositionSphere_0( /*inout */position, /*inout */seed,
\ /*inout */direction, float3(0,0,0), (float)0.5, (float)6.283185, (float)1);\n
\ }\n {\n SetAttribute_D238196D( /*inout */position,
float3(0.92,0.92,0.92));\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n
\ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n
\ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index
* 0x1 + 0x0) << 2,asuint(size));\n attributeBuffer.Store((index *
0x1 + 0x40D40) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
* 0x8 + 0x81A80) << 2,asuint(position));\n attributeBuffer.Store((index
* 0x1 + 0x288480) << 2,asuint(particleId));\n attributeBuffer.Store3((index
* 0x8 + 0x81A84) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x8 + 0x81A83) << 2,uint(alive));\n attributeBuffer.Store((index
* 0x8 + 0x81A87) << 2,asuint(age));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) <<
2,asuint(size));\n attributeBuffer.Store((index * 0x1 + 0x40D40) << 2,asuint(lifetime));\n
\ attributeBuffer.Store3((index * 0x8 + 0x81A80) << 2,asuint(position));\n
\ attributeBuffer.Store((index * 0x1 + 0x288480) << 2,asuint(particleId));\n
\ attributeBuffer.Store3((index * 0x8 + 0x81A84) << 2,asuint(velocity));\n
\ attributeBuffer.Store((index * 0x8 + 0x81A83) << 2,uint(alive));\n attributeBuffer.Store((index
* 0x8 + 0x81A87) << 2,asuint(age));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[Ring Sparks]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE
1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float
deltaTime_a;\n float uniform_e;\n float uniform_f;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
Force_0(inout float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute
*/\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid Turbulence_1(float3
position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4
FieldTransform, float Roughness, float Intensity, float Drag, uint octaves,
float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = Noise3D(vectorFieldCoord
+ 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid ConformToSphere(inout float3 velocity, float3 position, float
mass, float3 Sphere_center, float Sphere_radius, float attractionSpeed, float
attractionForce, float stickDistance, float stickForce, float deltaTime)\n{\n
\ \n float3 dir = Sphere_center - position;\n float distToCenter = length(dir);\n
\ float distToSurface = distToCenter - Sphere_radius;\n dir /= max(VFX_FLT_MIN,distToCenter);
// safe normalize\n float spdNormal = dot(dir,velocity);\n float ratio
= smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n float tgtSpeed
= sign(distToSurface) * attractionSpeed * ratio;\n float deltaSpeed = tgtSpeed
- spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime
* lerp(stickForce,attractionForce,ratio)) * dir / mass;\n}\nvoid EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
{ alive = false; }\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x81A83) << 2));\n\t\t\n\n\t\tif
(alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
0x1 + 0x40D40) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x81A80) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index
* 0x1 + 0x288480) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x81A84) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x81A87) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\t\n\n\t\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t
\ float3 tmp_bf = position * position;\n\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t
\ float tmp_bh = tmp_bf[1];\n\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t
\ float tmp_bj = tmp_bf[0];\n\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t
\ float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t
\ float3 tmp_bp = position * tmp_bo;\n\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t
\ float tmp_bs = tmp_bq * (float)-64;\n\t\t\t float tmp_bt = (float)0 -
tmp_bs;\n\t\t\t float tmp_bu = tmp_bp[0];\n\t\t\t float tmp_bv = tmp_bu
* (float)-64;\n\t\t\t float3 tmp_bw = float3(tmp_bt, (float)0, tmp_bv);\n\t\t\t
\ Force_0( /*inout */velocity, mass, tmp_bw, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ Turbulence_1(position, /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b,
(float)0.5, (float)3, (float)15, (uint)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ uint tmp_bh = particleId ^ asuint(uniform_e);\n\t\t\t float tmp_bi =
FixedRand(tmp_bh);\n\t\t\t float tmp_bk = tmp_bi * (float)126.5;\n\t\t\t
\ float tmp_bl = (float)23.5 + tmp_bk;\n\t\t\t float tmp_bm = tmp_bl *
uniform_f;\n\t\t\t ConformToSphere( /*inout */velocity, position, mass, float3(0,0,0),
(float)0, (float)32, tmp_bm, (float)0, (float)50, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x81A80) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x81A84) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x81A87) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x81A83) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x40D40) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x81A80) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
* 0x1 + 0x288480) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x81A84) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x81A83) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x81A87) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
\ float3 tmp_bf = position * position;\n\t\t float tmp_bg = tmp_bf[2];\n\t\t
\ float tmp_bh = tmp_bf[1];\n\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t
\ float tmp_bj = tmp_bf[0];\n\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t
\ float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t float tmp_bn = (float)1
/ tmp_bm;\n\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t float3
tmp_bp = position * tmp_bo;\n\t\t float tmp_bq = tmp_bp[2];\n\t\t float
tmp_bs = tmp_bq * (float)-64;\n\t\t float tmp_bt = (float)0 - tmp_bs;\n\t\t
\ float tmp_bu = tmp_bp[0];\n\t\t float tmp_bv = tmp_bu * (float)-64;\n\t\t
\ float3 tmp_bw = float3(tmp_bt, (float)0, tmp_bv);\n\t\t Force_0( /*inout
*/velocity, mass, tmp_bw, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_1(position,
\ /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b, (float)0.5,
(float)3, (float)15, (uint)3, deltaTime_a);\n\t\t}\n\t\t{\n\t\t uint tmp_bh
= particleId ^ asuint(uniform_e);\n\t\t float tmp_bi = FixedRand(tmp_bh);\n\t\t
\ float tmp_bk = tmp_bi * (float)126.5;\n\t\t float tmp_bl = (float)23.5
+ tmp_bk;\n\t\t float tmp_bm = tmp_bl * uniform_f;\n\t\t ConformToSphere(
/*inout */velocity, position, mass, float3(0,0,0), (float)0, (float)32, tmp_bm,
(float)0, (float)50, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x81A80) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x81A84) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 +
0x81A83) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x81A87)
<< 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[Ring Sparks]Quad Output'
source: "Shader \"Hidden/VFX/Ring Sparks/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\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\tBlend
SrcAlpha One \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_SIZE_CURRENT
1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
VFX_BLENDMODE_ADD 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define USE_DEAD_LIST_COUNT
1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Size_a;\n\t\t float4 Scale_e;\n\t\t float Color_b;\n\t\t float
Size_f;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState
samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\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\tnointerpolation
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
AttributeFromCurve_7DF18695(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float
t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid 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\tvoid
Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity */\n\t\t\t{\n\t\t\t \n\t\t\t
\ axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
\ axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\ \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151644(inout float scaleX, float Scale)
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t
\ scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_57216CF6(inout
float scaleY, float3 velocity, float4 Scale, float2 SpeedRange) /*attribute:scale
Composition:Overwrite AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent
ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t float t = saturate((length(velocity)
- SpeedRange.x) * SpeedRange.y);\n\t\t\t float value = 0.0f;\n\t\t\t value
= SampleCurve(Scale, t);\n\t\t\t scaleY = value.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_39EE3453(inout
float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
channels:X */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\tvoid CameraFade_18F(float3
position, inout float alpha, inout bool alive, float FadedDistance, float InvFadeDistance)
/*cullWhenFaded:True fadeMode:Alpha */\n\t\t\t{\n\t\t\t \n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float fade = saturate((clipPosW
- FadedDistance) * InvFadeDistance);\n\t\t\t alpha *= fade;\n\t\t\t if(fade
== 0.0) alive=false;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint
index = (id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40D40) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x81A80) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x81A84) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x81A83) << 2));\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x81A87) << 2));\n\t\t\t\t\t\tfloat3
position_source = position;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x81A83) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat size =
asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40D40) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x81A80) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x81A84) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat
scaleY = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x81A87) << 2));\n\t\t\t\t\t\tfloat3
position_source = position;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_a);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */color, /*inout */alpha, age, lifetime, Color_b);\n\t\t\t\tOrient_6(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_D5151644( /*inout */scaleX, (float)0.1);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ AttributeFromCurve_57216CF6( /*inout */scaleY, velocity, Scale_e, float2(0,1));\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3453(
/*inout */size, Size_f);\n\t\t\t\t{\n\t\t\t\t CameraFade_18F(position, /*inout
*/alpha, /*inout */alive, (float)40, (float)-0.05);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\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 * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize,
invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\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\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 0
name: '[Ring]Quad Output'
source: "Shader \"Hidden/VFX/Ring/Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\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\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_TARGETPOSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
VFX_COLORMAPPING_GRADIENTMAPPED 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define
USE_ALPHA_TEST 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION
1\n\t\t#define VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Size_a;\n\t\t float4 uniform_c;\n\t\t float4 uniform_i;\n\t\t
\ float3 uniform_j;\n\t\t float uniform_d;\n\t\t float uniform_e;\n\t\t
\ float uniform_f;\n\t\t float uniform_g;\n\t\t float uniform_h;\n\t\t
\ float uniform_k;\n\t\t float Size_g;\n\t\t float gradient;\n\t\t uint
PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t//
Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION
|| VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame
blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV
uv\n\t\t\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
AttributeFromCurve_7DF18695(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float
t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position
Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position
+= Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_30AEC127(inout float3 targetPosition,
float3 TargetPosition) /*attribute:targetPosition Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition += TargetPosition;\n\t\t\t}\n\t\t\tvoid
ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ,
inout float3 position, inout float pivotY, float size, inout float scaleY, float3
TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t
\ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t
\ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position
- GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
\ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position,
TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid
SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x803) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x804) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x800) << 2));\n\t\t\t\t\t\tfloat
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x2803) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2807) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x803) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x804) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x800) << 2));\n\t\t\t\t\t\tfloat
alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2807) << 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\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_bm
= position[2];\n\t\t\t\t float tmp_bn = position[0];\n\t\t\t\t float tmp_bo
= atan2(tmp_bm, tmp_bn);\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_f);\n\t\t\t\t
\ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = uniform_e
* tmp_bq;\n\t\t\t\t float tmp_bs = uniform_d + tmp_br;\n\t\t\t\t float
tmp_bt = tmp_bs * uniform_g;\n\t\t\t\t float tmp_bu = tmp_bo - tmp_bt;\n\t\t\t\t
\ float tmp_bw = tmp_bu / (float)6.283185;\n\t\t\t\t float tmp_bx = frac(tmp_bw);\n\t\t\t\t
\ float tmp_by = SampleCurve(uniform_c,tmp_bx);\n\t\t\t\t float tmp_ca
= (float)10 - tmp_by;\n\t\t\t\t float tmp_cb = uniform_h * tmp_ca;\n\t\t\t\t
\ float tmp_cc = tmp_by + tmp_cb;\n\t\t\t\t SetAttribute_C7757136( /*inout
*/alpha, tmp_cc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bm = position[2];\n\t\t\t\t
\ float tmp_bn = position[0];\n\t\t\t\t float tmp_bo = atan2(tmp_bm, tmp_bn);\n\t\t\t\t
\ uint tmp_bp = particleId ^ asuint(uniform_f);\n\t\t\t\t float tmp_bq
= FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = uniform_e * tmp_bq;\n\t\t\t\t
\ float tmp_bs = uniform_d + tmp_br;\n\t\t\t\t float tmp_bt = tmp_bs *
uniform_g;\n\t\t\t\t float tmp_bu = tmp_bo - tmp_bt;\n\t\t\t\t float tmp_bw
= tmp_bu / (float)6.283185;\n\t\t\t\t float tmp_bx = frac(tmp_bw);\n\t\t\t\t
\ float tmp_by = SampleCurve(uniform_i,tmp_bx);\n\t\t\t\t float tmp_ca
= (float)1 - tmp_by;\n\t\t\t\t float tmp_cb = uniform_h * tmp_ca;\n\t\t\t\t
\ float tmp_cc = tmp_by + tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc,
tmp_cc, tmp_cc);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_cd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float3 tmp_bm = position + uniform_j;\n\t\t\t\t float4 tmp_bp = GeneratePerlinNoise(tmp_bm,
float3(0.1,0.5,2).x, (int)5, float3(0.1,0.5,2).y, float3(0.1,0.5,2).z);\n\t\t\t\t
\ float tmp_bq = tmp_bp[1];\n\t\t\t\t float tmp_br = tmp_bq * uniform_k;\n\t\t\t\t
\ float tmp_bs = tmp_bp[2];\n\t\t\t\t float tmp_bt = tmp_bs * uniform_k;\n\t\t\t\t
\ float tmp_bu = tmp_bp[3];\n\t\t\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t\t\t
\ float3 tmp_bw = float3(tmp_br, tmp_bt, tmp_bv);\n\t\t\t\t SetAttribute_C707D62A(
/*inout */position, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_bm
= targetPosition + uniform_j;\n\t\t\t\t float4 tmp_bp = GeneratePerlinNoise(tmp_bm,
float3(0.1,0.5,2).x, (int)5, float3(0.1,0.5,2).y, float3(0.1,0.5,2).z);\n\t\t\t\t
\ float tmp_bq = tmp_bp[1];\n\t\t\t\t float tmp_br = tmp_bq * uniform_k;\n\t\t\t\t
\ float tmp_bs = tmp_bp[2];\n\t\t\t\t float tmp_bt = tmp_bs * uniform_k;\n\t\t\t\t
\ float tmp_bu = tmp_bp[3];\n\t\t\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t\t\t
\ float3 tmp_bw = float3(tmp_br, tmp_bt, tmp_bv);\n\t\t\t\t SetAttribute_30AEC127(
/*inout */targetPosition, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
*/pivotY, size, /*inout */scaleY, targetPosition, (float)1);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */size, Size_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\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 * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#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 && 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)0.148059;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t flipBookSize = float2(7,7);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
\ invFlipBookSize = float2(0.1428571,0.1428571);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn
(float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos
: SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv :
TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT\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\tnointerpolation
float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define
VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define
VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
AttributeFromCurve_7DF18695(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t float
t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Size,
t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid
SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid
SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position
Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position
+= Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_30AEC127(inout float3 targetPosition,
float3 TargetPosition) /*attribute:targetPosition Composition:Add Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t targetPosition += TargetPosition;\n\t\t\t}\n\t\t\tvoid
ConnectTarget_0(inout float3 axisX, inout float3 axisY, inout float3 axisZ,
inout float3 position, inout float pivotY, float size, inout float scaleY, float3
TargetPosition, float PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t
\ axisY = TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t
\ scaleY = len / size;\n\t\t\t axisY /= len;\n\t\t\t axisZ = position
- GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
\ axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t position = lerp(position,
TargetPosition, PivotShift);\n\t\t\t pivotY = PivotShift - 0.5;\n\t\t\t \n\t\t\t}\n\t\t\tvoid
SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size *= Size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t#if VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index
= id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t\tuint index = (id >> 2) +
instanceID * 2048;\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index =
(id >> 3) + instanceID * 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x803) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x804) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x800) << 2));\n\t\t\t\t\t\tfloat
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x2803) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2807) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x803) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x804) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat3
targetPosition = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x800) << 2));\n\t\t\t\t\t\tfloat
alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2807) << 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\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_bm
= position[2];\n\t\t\t\t float tmp_bn = position[0];\n\t\t\t\t float tmp_bo
= atan2(tmp_bm, tmp_bn);\n\t\t\t\t uint tmp_bp = particleId ^ asuint(uniform_f);\n\t\t\t\t
\ float tmp_bq = FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = uniform_e
* tmp_bq;\n\t\t\t\t float tmp_bs = uniform_d + tmp_br;\n\t\t\t\t float
tmp_bt = tmp_bs * uniform_g;\n\t\t\t\t float tmp_bu = tmp_bo - tmp_bt;\n\t\t\t\t
\ float tmp_bw = tmp_bu / (float)6.283185;\n\t\t\t\t float tmp_bx = frac(tmp_bw);\n\t\t\t\t
\ float tmp_by = SampleCurve(uniform_c,tmp_bx);\n\t\t\t\t float tmp_ca
= (float)10 - tmp_by;\n\t\t\t\t float tmp_cb = uniform_h * tmp_ca;\n\t\t\t\t
\ float tmp_cc = tmp_by + tmp_cb;\n\t\t\t\t SetAttribute_C7757136( /*inout
*/alpha, tmp_cc);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bm = position[2];\n\t\t\t\t
\ float tmp_bn = position[0];\n\t\t\t\t float tmp_bo = atan2(tmp_bm, tmp_bn);\n\t\t\t\t
\ uint tmp_bp = particleId ^ asuint(uniform_f);\n\t\t\t\t float tmp_bq
= FixedRand(tmp_bp);\n\t\t\t\t float tmp_br = uniform_e * tmp_bq;\n\t\t\t\t
\ float tmp_bs = uniform_d + tmp_br;\n\t\t\t\t float tmp_bt = tmp_bs *
uniform_g;\n\t\t\t\t float tmp_bu = tmp_bo - tmp_bt;\n\t\t\t\t float tmp_bw
= tmp_bu / (float)6.283185;\n\t\t\t\t float tmp_bx = frac(tmp_bw);\n\t\t\t\t
\ float tmp_by = SampleCurve(uniform_i,tmp_bx);\n\t\t\t\t float tmp_ca
= (float)1 - tmp_by;\n\t\t\t\t float tmp_cb = uniform_h * tmp_ca;\n\t\t\t\t
\ float tmp_cc = tmp_by + tmp_cb;\n\t\t\t\t float3 tmp_cd = float3(tmp_cc,
tmp_cc, tmp_cc);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_cd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float3 tmp_bm = position + uniform_j;\n\t\t\t\t float4 tmp_bp = GeneratePerlinNoise(tmp_bm,
float3(0.1,0.5,2).x, (int)5, float3(0.1,0.5,2).y, float3(0.1,0.5,2).z);\n\t\t\t\t
\ float tmp_bq = tmp_bp[1];\n\t\t\t\t float tmp_br = tmp_bq * uniform_k;\n\t\t\t\t
\ float tmp_bs = tmp_bp[2];\n\t\t\t\t float tmp_bt = tmp_bs * uniform_k;\n\t\t\t\t
\ float tmp_bu = tmp_bp[3];\n\t\t\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t\t\t
\ float3 tmp_bw = float3(tmp_br, tmp_bt, tmp_bv);\n\t\t\t\t SetAttribute_C707D62A(
/*inout */position, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_bm
= targetPosition + uniform_j;\n\t\t\t\t float4 tmp_bp = GeneratePerlinNoise(tmp_bm,
float3(0.1,0.5,2).x, (int)5, float3(0.1,0.5,2).y, float3(0.1,0.5,2).z);\n\t\t\t\t
\ float tmp_bq = tmp_bp[1];\n\t\t\t\t float tmp_br = tmp_bq * uniform_k;\n\t\t\t\t
\ float tmp_bs = tmp_bp[2];\n\t\t\t\t float tmp_bt = tmp_bs * uniform_k;\n\t\t\t\t
\ float tmp_bu = tmp_bp[3];\n\t\t\t\t float tmp_bv = tmp_bu * uniform_k;\n\t\t\t\t
\ float3 tmp_bw = float3(tmp_br, tmp_bt, tmp_bv);\n\t\t\t\t SetAttribute_30AEC127(
/*inout */targetPosition, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout
*/pivotY, size, /*inout */scaleY, targetPosition, (float)1);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */size, Size_g);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst
float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f, \t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f,
\t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y
*= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float4x4
elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS
= TransformPositionVFXToClip(vPos);\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\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 * bentNormalFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA)
\n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#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 && 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)0.148059;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t flipBookSize = float2(7,7);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
\ invFlipBookSize = float2(0.1428571,0.1428571);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw
= uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn
o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tps_output
o = (ps_output)0;\n\t\t\t\tVFXTransformPSInputs(i);\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\n\t\t\t\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
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