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VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SPAWNINDEX_CURRENT 1\n#define VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n#define VFX_USE_PARTICLEID_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 float4x4 uniform_c;\n float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n float3 position;\n bool alive;\n uint spawnIndex;\n float shockwaveMask;\n float shockwave;\n bool collapseStarted;\n bool crumble;\n float3 velocity;\n float angularVelocityX;\n float angularVelocityY;\n float angularVelocityZ;\n float size;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n uint particleId;\n float pivotX;\n float pivotY;\n float pivotZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_a;\nSamplerState samplertexture_a;\nfloat4 texture_a_TexelSize;\n\nTexture2D texture_d;\nSamplerState samplertexture_d;\nfloat4 texture_d_TexelSize;\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\nvoid SetCustomAttribute_7A428F3A(inout float2 uv, float2 _Uv) /*attribute:uv Composition:Overwrite Random:Off AttributeType:Vector2 */\n{\n uv = _Uv;\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_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\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 /*//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.uv = float2(0, 0);\n attributes.position = float3(0, 0, 0);\n attributes.alive = (bool)true;\n attributes.spawnIndex = (uint)0;\n attributes.shockwaveMask = (float)0;\n attributes.shockwave = (float)0;\n attributes.collapseStarted = (bool)false;\n attributes.crumble = (bool)false;\n attributes.velocity = float3(0, 0, 0);\n attributes.angularVelocityX = (float)0;\n attributes.angularVelocityY = (float)0;\n attributes.angularVelocityZ = (float)0;\n attributes.size = (float)0.100000001;\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ = float3(0, 0, 1);\n attributes.angleX = (float)0;\n attributes.angleY = (float)0;\n attributes.angleZ = (float)0;\n attributes.axisX = float3(1, 0, 0);\n attributes.particleId = (uint)0;\n attributes.pivotX = (float)0;\n attributes.pivotY = (float)0;\n attributes.pivotZ = (float)0;\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 uint tmp_bh = attributes.spawnIndex / asuint(uniform_b);\n uint tmp_bi = tmp_bh * asuint(uniform_b);\n uint tmp_bj = attributes.spawnIndex - tmp_bi;\n float tmp_bk = (float)tmp_bj;\n float tmp_bl = (float)tmp_bh;\n float3 tmp_bn = float3(tmp_bk, tmp_bl, (float)0);\n float4 tmp_bo = LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bn);\n float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bo[1];\n float2 tmp_br = float2(tmp_bp, tmp_bq);\n SetCustomAttribute_7A428F3A( /*inout */attributes.uv, tmp_br);\n }\n {\n uint tmp_bh = attributes.spawnIndex / asuint(uniform_b);\n uint tmp_bi = tmp_bh * asuint(uniform_b);\n uint tmp_bj = attributes.spawnIndex - tmp_bi;\n float tmp_bk = (float)tmp_bj;\n float tmp_bl = (float)tmp_bh;\n float3 tmp_bn = float3(tmp_bk, tmp_bl, (float)0);\n float4 tmp_bo = LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bn);\n float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bo[1];\n float2 tmp_br = float2(tmp_bp, tmp_bq);\n float4 tmp_bs = SampleTexture(VFX_SAMPLER(texture_d),tmp_br,(float)0);\n float tmp_bt = tmp_bs[0];\n float tmp_bu = tmp_bs[1];\n float tmp_bv = tmp_bs[2];\n float3 tmp_bw = float3(tmp_bt, tmp_bu, tmp_bv);\n float3 tmp_bx = mul(uniform_c, float4(tmp_bw, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */attributes.position, tmp_bx);\n }\n {\n SetAttribute_ED2BDC15( /*inout */attributes.alive, (bool)true);\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.Store2((index * 0x4 + 0x0) << 2,asuint(attributes.uv));\n attributeBuffer.Store3((index * 0x8 + 0xB600) << 2,asuint(attributes.position));\n attributeBuffer.Store((index * 0x8 + 0x22203) << 2,uint(attributes.alive));\n attributeBuffer.Store((index * 0x8 + 0x38E03) << 2,asuint(attributes.shockwaveMask));\n attributeBuffer.Store((index * 0x8 + 0xB603) << 2,asuint(attributes.shockwave));\n attributeBuffer.Store((index * 0x8 + 0x38E04) << 2,uint(attributes.collapseStarted));\n attributeBuffer.Store((index * 0x8 + 0xB604) << 2,uint(attributes.crumble));\n attributeBuffer.Store3((index * 0x8 + 0x38E00) << 2,asuint(attributes.velocity));\n attributeBuffer.Store((index * 0x8 + 0x38E05) << 2,asuint(attributes.angularVelocityX));\n attributeBuffer.Store((index * 0x8 + 0x38E06) << 2,asuint(attributes.angularVelocityY));\n attributeBuffer.Store((index * 0x8 + 0x38E07) << 2,asuint(attributes.angularVelocityZ));\n attributeBuffer.Store((index * 0x4 + 0x4FA00) << 2,asuint(attributes.size));\n attributeBuffer.Store3((index * 0xC + 0x5B000) << 2,asuint(attributes.axisY));\n attributeBuffer.Store3((index * 0xC + 0x5B004) << 2,asuint(attributes.axisZ));\n attributeBuffer.Store((index * 0x4 + 0x4FA01) << 2,asuint(attributes.angleX));\n attributeBuffer.Store((index * 0x4 + 0x4FA02) << 2,asuint(attributes.angleY));\n attributeBuffer.Store((index * 0x4 + 0x4FA03) << 2,asuint(attributes.angleZ));\n attributeBuffer.Store3((index * 0xC + 0x5B008) << 2,asuint(attributes.axisX));\n attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(attributes.particleId));\n attributeBuffer.Store((index * 0x8 + 0x22204) << 2,asuint(attributes.pivotX));\n attributeBuffer.Store((index * 0x8 + 0x22205) << 2,asuint(attributes.pivotY));\n attributeBuffer.Store((index * 0x8 + 0x22206) << 2,asuint(attributes.pivotZ));\n attributeBuffer.Store3((index * 0x8 + 0x22200) << 2,asuint(attributes.color));\n \n\r\n }\r\n }\r\n}\r\n" - compute: 0 name: '[System 1]A Output Particle Lit Mesh' source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Cloth_Angry/System 1/(A) Output Particle Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"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 Back\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_UV_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_SHOCKWAVE_CURRENT 1\n\t\t#define VFX_USE_CRUMBLE_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_ALPHA_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_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_EMISSIVE_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 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 float4 uniform_b;\n\t\t float4 uniform_x;\n\t\t float3 Color_a;\n\t\t float uniform_a;\n\t\t float3 uniform_p;\n\t\t float uniform_c;\n\t\t float2 uniform_e;\n\t\t float uniform_d;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t float uniform_h;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t float uniform_k;\n\t\t float uniform_l;\n\t\t float uniform_m;\n\t\t float uniform_n;\n\t\t float uniform_o;\n\t\t float uniform_q;\n\t\t float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t float uniform_u;\n\t\t float uniform_v;\n\t\t float uniform_w;\n\t\t float Size_i;\n\t\t float smoothness;\n\t\t float metallic;\n\t\t float normalScale;\n\t\t float currentFrameIndex;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float2 uv;\n\t\t float3 position;\n\t\t bool alive;\n\t\t float shockwave;\n\t\t bool crumble;\n\t\t float size;\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 float3 axisX;\n\t\t uint particleId;\n\t\t float alpha;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\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 texture_y;\n\t\tSamplerState samplertexture_y;\n\t\tfloat4 texture_y_TexelSize;\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\t\tTexture2D maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tfloat4 maskMap_TexelSize;\n\t\t\n\t\tTexture2D normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tfloat4 normalMap_TexelSize;\n\t\t\n\t\tTexture2D emissiveMap;\n\t\tSamplerState sampleremissiveMap;\n\t\tfloat4 emissiveMap_TexelSize;\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\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\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\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\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\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\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_MOTION_VECTOR\n\t\t\t\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\"=\"GBuffer\" }\n\t\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\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\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\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD4;\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t \n\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\t};\n\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\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_UV uv\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_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || 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\n\t\t\n\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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\tfloat emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\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 \n\t\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#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#define SHADERPASS SHADERPASS_GBUFFER\t\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\n\t\t\t\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t \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.;\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.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\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.;\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\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\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\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\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD3;\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\tnointerpolation float3 builtInInterpolants : TEXCOORD4;\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD5;\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 : TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS : TEXCOORD8; // Needed for fog\n\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\t};\n\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\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\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\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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\tfloat emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\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\t\n\t\t\t\t\n\t\t \n\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#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, out float4 outMotionVector : SV_Target1\n\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t \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.;\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.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\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.;\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\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\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\toutMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" }\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#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define USE_ALPHA_TEST 1\n\t\t\t#endif\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\tfloat2 uv : TEXCOORD0;\t\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cq);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\t\t \n\t\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#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\t\n\t\t \n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tfloat 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 #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\t\n\t\t float alpha = OUTSG.;\n\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t #endif\t\n\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 1]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_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 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 InvFieldTransform_h;\n float4x4 FieldTransform_h;\n float3 uniform_o;\n float uniform_a;\n float3 uniform_u;\n float uniform_b;\n float3 uniform_z;\n float uniform_d;\n float3 uniform_ba;\n float uniform_e;\n float3 uniform_bb;\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 uniform_l;\n float uniform_m;\n float uniform_n;\n float uniform_p;\n float uniform_q;\n float uniform_r;\n float uniform_s;\n float uniform_t;\n float uniform_v;\n float uniform_w;\n float uniform_x;\n float uniform_y;\n float uniform_bc;\n float Drag_h;\n float frequency_h;\n float octaves_h;\n float roughness_h;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n float3 position;\n float shockwaveMask;\n float shockwave;\n bool collapseStarted;\n bool crumble;\n float3 velocity;\n float mass;\n float angularVelocityX;\n float angularVelocityY;\n float angularVelocityZ;\n float size;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n uint particleId;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_c;\nSamplerState samplertexture_c;\nfloat4 texture_c_TexelSize;\n\nTexture2D texture_bd;\nSamplerState samplertexture_bd;\nfloat4 texture_bd_TexelSize;\n\nTexture2D texture_be;\nSamplerState samplertexture_be;\nfloat4 texture_be_TexelSize;\n\nTexture2D texture_bf;\nSamplerState samplertexture_bf;\nfloat4 texture_bf_TexelSize;\n\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}\nvoid SetCustomAttribute_20372A25(inout float shockwaveMask, float _ShockwaveMask) /*attribute:shockwaveMask Composition:Overwrite Random:Off AttributeType:Float */\n{\n shockwaveMask = _ShockwaveMask;\n}\nvoid SetCustomAttribute_89FC86F5(inout float shockwave, float _Shockwave) /*attribute:shockwave Composition:Overwrite Random:Off AttributeType:Float */\n{\n shockwave = _Shockwave;\n}\nvoid SetCustomAttribute_1E758396(inout bool collapseStarted, bool _CollapseStarted) /*attribute:collapseStarted Composition:Overwrite Random:Off AttributeType:Bool */\n{\n collapseStarted = _CollapseStarted;\n}\nvoid SetCustomAttribute_43E96CEE(inout bool crumble, bool _Crumble) /*attribute:crumble Composition:Overwrite Random:Off AttributeType:Bool */\n{\n crumble = _Crumble;\n}\nvoid Force_1(inout float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid SetAttribute_FA9588B7(inout float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ, float3 AngularVelocity) /*attribute:angularVelocity Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angularVelocityX = AngularVelocity.x;\n angularVelocityY = AngularVelocity.y;\n angularVelocityZ = AngularVelocity.z;\n}\nvoid Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float frequency, int octaves, float roughness, float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n size *= Size;\n}\nvoid SetAttribute_6F3308BC(inout float3 axisY, float3 AxisY) /*attribute:axisY Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n axisY = AxisY;\n}\nvoid SetAttribute_C90B516B(inout float3 axisZ, float3 AxisZ) /*attribute:axisZ Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n axisZ = AxisZ;\n}\nvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n angleZ = Angle.z;\n}\nvoid SetAttribute_37D0764D(inout float3 axisX, float3 AxisX) /*attribute:axisX Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n axisX = AxisX;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid AngularEulerIntegration(inout float angleX, float angularVelocityX, inout float angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ, float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n \n angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ * deltaTime;\n \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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\tattributes.shockwaveMask = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E03) << 2));\n\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\tattributes.collapseStarted = (attributeBuffer.Load((index * 0x8 + 0x38E04) << 2));\n\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x38E00) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E05) << 2));\n\t\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E06) << 2));\n\t\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E07) << 2));\n\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 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 float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t float tmp_ct = tmp_cq[2];\n\t\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t\t float3 tmp_cv = attributes.position - tmp_cu;\n\t\t\t float3 tmp_cw = tmp_cv * tmp_cv;\n\t\t\t float tmp_cx = tmp_cw[2];\n\t\t\t float tmp_cy = tmp_cw[1];\n\t\t\t float tmp_cz = tmp_cx + tmp_cy;\n\t\t\t float tmp_da = tmp_cw[0];\n\t\t\t float tmp_db = tmp_cz + tmp_da;\n\t\t\t float tmp_dd = pow(tmp_db, (float)0.5);\n\t\t\t float tmp_de = max(tmp_dd, uniform_d);\n\t\t\t float tmp_df = min(tmp_de, uniform_e);\n\t\t\t float tmp_dg = tmp_df - uniform_d;\n\t\t\t float tmp_dh = tmp_dg / uniform_f;\n\t\t\t float tmp_di = tmp_dh * uniform_g;\n\t\t\t float tmp_dj = uniform_b + tmp_di;\n\t\t\t float tmp_dk = uniform_a * tmp_dj;\n\t\t\t float tmp_dl = tmp_dk * uniform_h;\n\t\t\t uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t float tmp_do = FixedRand(tmp_dn);\n\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t float tmp_dq = uniform_j + tmp_dp;\n\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t float tmp_ds = uniform_m + tmp_dr;\n\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t float tmp_du = uniform_n + tmp_dt;\n\t\t\t float2 tmp_dv = float2(tmp_ds, tmp_du);\n\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t float tmp_ea = tmp_dy - (float)-1;\n\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t float tmp_ee = min(tmp_ed, uniform_q);\n\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t float tmp_eg = tmp_ef / uniform_r;\n\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t float tmp_ei = uniform_s + tmp_eh;\n\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t float tmp_em = tmp_el - (float)1;\n\t\t\t float tmp_en = uniform_i * tmp_em;\n\t\t\t float tmp_eo = (float)1 + tmp_en;\n\t\t\t float tmp_ep = tmp_dl * tmp_eo;\n\t\t\t float tmp_eq = saturate(tmp_ep);\n\t\t\t float3 tmp_er = float3(tmp_eq, tmp_eq, tmp_eq);\n\t\t\t float3 tmp_es = tmp_cu - attributes.position;\n\t\t\t float3 tmp_et = tmp_er * tmp_es;\n\t\t\t float3 tmp_eu = attributes.position + tmp_et;\n\t\t\t float3 tmp_ev = attributes.crumble ? attributes.position : tmp_eu;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_ev);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cp = attributes.position - uniform_u;\n\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t float tmp_cx = pow(tmp_cv, (float)0.5);\n\t\t\t float tmp_cz = max(tmp_cx, (float)0.99000001);\n\t\t\t float tmp_db = min(tmp_cz, (float)84);\n\t\t\t float tmp_dc = tmp_db - (float)0.99000001;\n\t\t\t float tmp_de = tmp_dc / (float)83.0100021;\n\t\t\t float tmp_dg = tmp_de * (float)100;\n\t\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_dg);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cp = attributes.position - uniform_u;\n\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t float tmp_cr = tmp_cq[2];\n\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t float tmp_cx = pow(tmp_cv, (float)0.5);\n\t\t\t float tmp_cz = max(tmp_cx, (float)0.99000001);\n\t\t\t float tmp_db = min(tmp_cz, (float)84);\n\t\t\t float tmp_dc = tmp_db - (float)0.99000001;\n\t\t\t float tmp_de = tmp_dc / (float)83.0100021;\n\t\t\t float tmp_dg = tmp_de * (float)100;\n\t\t\t bool tmp_dh = !attributes.collapseStarted;\n\t\t\t float tmp_dj = tmp_dh ? uniform_w : (float)1;\n\t\t\t float tmp_dl = max(tmp_dj, (float)0);\n\t\t\t float tmp_dm = min(tmp_dl, (float)1);\n\t\t\t float tmp_do = tmp_dm * (float)60;\n\t\t\t float tmp_dp = tmp_do + (float)1;\n\t\t\t bool tmp_dq = tmp_dg < tmp_dp;\n\t\t\t float tmp_dr = tmp_do - (float)1;\n\t\t\t bool tmp_ds = tmp_dg > tmp_dr;\n\t\t\t bool tmp_dt = tmp_dq && tmp_ds;\n\t\t\t float tmp_dv = attributes.shockwave + (float)0.25;\n\t\t\t float tmp_dx = attributes.shockwave - (float)0.0250000004;\n\t\t\t float tmp_dy = tmp_dt ? tmp_dv : tmp_dx;\n\t\t\t float tmp_dz = max(tmp_dy, (float)0);\n\t\t\t float tmp_ea = min(tmp_dz, (float)1);\n\t\t\t float tmp_eb = (bool)asuint(uniform_v) ? tmp_ea : (float)0;\n\t\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave, tmp_eb);\n\t\t\t}\n\t\t\t{\n\t\t\t SetCustomAttribute_1E758396( /*inout */attributes.collapseStarted, (bool)false);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_cp = !attributes.collapseStarted;\n\t\t\t float tmp_cr = tmp_cp ? uniform_x : (float)1;\n\t\t\t float tmp_ct = max(tmp_cr, (float)0);\n\t\t\t float tmp_cu = min(tmp_ct, (float)1);\n\t\t\t float tmp_cw = tmp_cu * (float)60;\n\t\t\t bool tmp_cx = tmp_cw > attributes.shockwaveMask;\n\t\t\t float tmp_cy = tmp_cp ? uniform_y : (float)1;\n\t\t\t float tmp_da = max(attributes.shockwaveMask, (float)0);\n\t\t\t float tmp_dc = min(tmp_da, (float)100);\n\t\t\t float tmp_dd = tmp_dc / (float)100;\n\t\t\t float tmp_df = tmp_dd * (float)-0.5;\n\t\t\t float tmp_dg = (float)0.5 + tmp_df;\n\t\t\t float tmp_dh = tmp_cy + tmp_dg;\n\t\t\t float tmp_di = max(tmp_dh, (float)0);\n\t\t\t float tmp_dj = min(tmp_di, (float)1);\n\t\t\t float3 tmp_dn = GeneratePerlinNoise(attributes.uv, float3(7, 1, 2.5).x, (int)3, float3(7, 1, 2.5).y, float3(7, 1, 2.5).z);\n\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t float tmp_dq = tmp_do - (float)-1;\n\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t float tmp_du = tmp_ds * (float)5;\n\t\t\t float tmp_dv = (float)-2 + tmp_du;\n\t\t\t float tmp_dw = max(tmp_dv, (float)0);\n\t\t\t float tmp_dx = min(tmp_dw, (float)1);\n\t\t\t float tmp_dy = (float)1 - tmp_dj;\n\t\t\t float tmp_dz = tmp_dx * tmp_dy;\n\t\t\t float tmp_ea = tmp_dj + tmp_dz;\n\t\t\t float tmp_eb = max(tmp_ea, (float)0);\n\t\t\t float tmp_ec = min(tmp_eb, (float)1);\n\t\t\t float tmp_ed = tmp_cx ? tmp_ec : (float)0;\n\t\t\t float tmp_ef = tmp_ed - (float)0.800000012;\n\t\t\t float tmp_eg = ceil(tmp_ef);\n\t\t\t float tmp_eh = saturate(tmp_eg);\n\t\t\t bool tmp_ei = tmp_eh > (float)0.800000012;\n\t\t\t bool tmp_ek = tmp_ei ? (bool)true : attributes.crumble;\n\t\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble, tmp_ek);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_cp = attributes.particleId ^ asuint(uniform_k);\n\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t float3 tmp_cr = float3(tmp_cq, tmp_cq, tmp_cq);\n\t\t\t float3 tmp_cs = tmp_cr * uniform_ba;\n\t\t\t float3 tmp_ct = uniform_z + tmp_cs;\n\t\t\t float3 tmp_cv = attributes.crumble ? tmp_ct : float3(0, 0, 0);\n\t\t\t Force_1( /*inout */attributes.velocity, attributes.mass, tmp_cv, (float)1, uniform_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cp = float3(attributes.angularVelocityX, attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t\t float3 tmp_cq = attributes.crumble ? uniform_bb : tmp_cp;\n\t\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ, tmp_cq);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_cq = attributes.particleId ^ asuint(uniform_k);\n\t\t\t float tmp_cr = FixedRand(tmp_cq);\n\t\t\t float tmp_ct = tmp_cr * (float)0.299999952;\n\t\t\t float tmp_cu = (float)0.850000024 + tmp_ct;\n\t\t\t float tmp_cv = uniform_bc * tmp_cu;\n\t\t\t float tmp_cx = attributes.crumble ? tmp_cv : (float)0;\n\t\t\t Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass, InvFieldTransform_h, FieldTransform_h, tmp_cx, Drag_h, frequency_h, asint(octaves_h), roughness_h, (float)2, uniform_a);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, (float)0.709999979);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t float tmp_cu = tmp_cs * (float)-0.75;\n\t\t\t float tmp_cv = (float)1.25 + tmp_cu;\n\t\t\t float tmp_cw = tmp_cr[1];\n\t\t\t float tmp_cx = (float)0 - tmp_cv;\n\t\t\t float tmp_cy = tmp_cw * tmp_cx;\n\t\t\t float tmp_cz = tmp_cv + tmp_cy;\n\t\t\t SetAttribute_39EE3455( /*inout */attributes.size, tmp_cz);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t float tmp_ct = tmp_cq[2];\n\t\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t\t SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_cu);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t\t float tmp_cr = tmp_cq[1];\n\t\t\t float4 tmp_cs = SampleTexture(VFX_SAMPLER(texture_bf),attributes.uv,(float)0);\n\t\t\t float tmp_ct = tmp_cs[2];\n\t\t\t float tmp_cu = tmp_cr * tmp_ct;\n\t\t\t float tmp_cv = tmp_cq[2];\n\t\t\t float tmp_cw = tmp_cs[1];\n\t\t\t float tmp_cx = tmp_cv * tmp_cw;\n\t\t\t float tmp_cy = tmp_cu - tmp_cx;\n\t\t\t float tmp_cz = tmp_cs[0];\n\t\t\t float tmp_da = tmp_cv * tmp_cz;\n\t\t\t float tmp_db = tmp_cq[0];\n\t\t\t float tmp_dc = tmp_db * tmp_ct;\n\t\t\t float tmp_dd = tmp_da - tmp_dc;\n\t\t\t float tmp_de = tmp_db * tmp_cw;\n\t\t\t float tmp_df = tmp_cr * tmp_cz;\n\t\t\t float tmp_dg = tmp_de - tmp_df;\n\t\t\t float3 tmp_dh = float3(tmp_cy, tmp_dd, tmp_dg);\n\t\t\t float tmp_di = tmp_cs[3];\n\t\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_dk);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t float tmp_cs = tmp_cr[1];\n\t\t\t float tmp_cu = tmp_cs * (float)-19.710001;\n\t\t\t float tmp_cv = (float)-14.3999996 + tmp_cu;\n\t\t\t float3 tmp_cw = float3(tmp_cv, (float)0, (float)0);\n\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_cw);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_bf),attributes.uv,(float)0);\n\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t float tmp_ct = tmp_cq[2];\n\t\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t\t SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_cu);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity, uniform_a);\n\t\t\tAngularEulerIntegration( /*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY, attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ, uniform_a);\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 * 0x8 + 0xB600) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x38E03) << 2,asuint(attributes.shockwaveMask));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xB603) << 2,asuint(attributes.shockwave));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x38E04) << 2,uint(attributes.collapseStarted));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0xB604) << 2,uint(attributes.crumble));\n\t\t\t\tattributeBuffer.Store3((index * 0x8 + 0x38E00) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x38E05) << 2,asuint(attributes.angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x38E06) << 2,asuint(attributes.angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index * 0x8 + 0x38E07) << 2,asuint(attributes.angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x4FA00) << 2,asuint(attributes.size));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x5B000) << 2,asuint(attributes.axisY));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x5B004) << 2,asuint(attributes.axisZ));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x4FA01) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x4FA02) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x4FA03) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index * 0xC + 0x5B008) << 2,asuint(attributes.axisX));\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\tattributes.shockwaveMask = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E03) << 2));\n\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\tattributes.collapseStarted = (attributeBuffer.Load((index * 0x8 + 0x38E04) << 2));\n\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x38E00) << 2));\n\t\tattributes.mass = (float)1;\n\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E05) << 2));\n\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E06) << 2));\n\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x38E07) << 2));\n\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 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 float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t float tmp_cr = tmp_cq[0];\n\t\t float tmp_cs = tmp_cq[1];\n\t\t float tmp_ct = tmp_cq[2];\n\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t float3 tmp_cv = attributes.position - tmp_cu;\n\t\t float3 tmp_cw = tmp_cv * tmp_cv;\n\t\t float tmp_cx = tmp_cw[2];\n\t\t float tmp_cy = tmp_cw[1];\n\t\t float tmp_cz = tmp_cx + tmp_cy;\n\t\t float tmp_da = tmp_cw[0];\n\t\t float tmp_db = tmp_cz + tmp_da;\n\t\t float tmp_dd = pow(tmp_db, (float)0.5);\n\t\t float tmp_de = max(tmp_dd, uniform_d);\n\t\t float tmp_df = min(tmp_de, uniform_e);\n\t\t float tmp_dg = tmp_df - uniform_d;\n\t\t float tmp_dh = tmp_dg / uniform_f;\n\t\t float tmp_di = tmp_dh * uniform_g;\n\t\t float tmp_dj = uniform_b + tmp_di;\n\t\t float tmp_dk = uniform_a * tmp_dj;\n\t\t float tmp_dl = tmp_dk * uniform_h;\n\t\t uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t float tmp_do = FixedRand(tmp_dn);\n\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t float tmp_dq = uniform_j + tmp_dp;\n\t\t float tmp_dr = attributes.uv[0];\n\t\t float tmp_ds = uniform_m + tmp_dr;\n\t\t float tmp_dt = attributes.uv[1];\n\t\t float tmp_du = uniform_n + tmp_dt;\n\t\t float2 tmp_dv = float2(tmp_ds, tmp_du);\n\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t float tmp_dy = tmp_dx[0];\n\t\t float tmp_ea = tmp_dy - (float)-1;\n\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t float tmp_ed = max(tmp_ec, uniform_p);\n\t\t float tmp_ee = min(tmp_ed, uniform_q);\n\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t float tmp_eg = tmp_ef / uniform_r;\n\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t float tmp_ei = uniform_s + tmp_eh;\n\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t float tmp_ek = tmp_eg * tmp_ej;\n\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t float tmp_em = tmp_el - (float)1;\n\t\t float tmp_en = uniform_i * tmp_em;\n\t\t float tmp_eo = (float)1 + tmp_en;\n\t\t float tmp_ep = tmp_dl * tmp_eo;\n\t\t float tmp_eq = saturate(tmp_ep);\n\t\t float3 tmp_er = float3(tmp_eq, tmp_eq, tmp_eq);\n\t\t float3 tmp_es = tmp_cu - attributes.position;\n\t\t float3 tmp_et = tmp_er * tmp_es;\n\t\t float3 tmp_eu = attributes.position + tmp_et;\n\t\t float3 tmp_ev = attributes.crumble ? attributes.position : tmp_eu;\n\t\t SetAttribute_CAC29747( /*inout */attributes.position, tmp_ev);\n\t\t}\n\t\t{\n\t\t float3 tmp_cp = attributes.position - uniform_u;\n\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t float tmp_cr = tmp_cq[2];\n\t\t float tmp_cs = tmp_cq[1];\n\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t float tmp_cu = tmp_cq[0];\n\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t float tmp_cx = pow(tmp_cv, (float)0.5);\n\t\t float tmp_cz = max(tmp_cx, (float)0.99000001);\n\t\t float tmp_db = min(tmp_cz, (float)84);\n\t\t float tmp_dc = tmp_db - (float)0.99000001;\n\t\t float tmp_de = tmp_dc / (float)83.0100021;\n\t\t float tmp_dg = tmp_de * (float)100;\n\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_dg);\n\t\t}\n\t\t{\n\t\t float3 tmp_cp = attributes.position - uniform_u;\n\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t float tmp_cr = tmp_cq[2];\n\t\t float tmp_cs = tmp_cq[1];\n\t\t float tmp_ct = tmp_cr + tmp_cs;\n\t\t float tmp_cu = tmp_cq[0];\n\t\t float tmp_cv = tmp_ct + tmp_cu;\n\t\t float tmp_cx = pow(tmp_cv, (float)0.5);\n\t\t float tmp_cz = max(tmp_cx, (float)0.99000001);\n\t\t float tmp_db = min(tmp_cz, (float)84);\n\t\t float tmp_dc = tmp_db - (float)0.99000001;\n\t\t float tmp_de = tmp_dc / (float)83.0100021;\n\t\t float tmp_dg = tmp_de * (float)100;\n\t\t bool tmp_dh = !attributes.collapseStarted;\n\t\t float tmp_dj = tmp_dh ? uniform_w : (float)1;\n\t\t float tmp_dl = max(tmp_dj, (float)0);\n\t\t float tmp_dm = min(tmp_dl, (float)1);\n\t\t float tmp_do = tmp_dm * (float)60;\n\t\t float tmp_dp = tmp_do + (float)1;\n\t\t bool tmp_dq = tmp_dg < tmp_dp;\n\t\t float tmp_dr = tmp_do - (float)1;\n\t\t bool tmp_ds = tmp_dg > tmp_dr;\n\t\t bool tmp_dt = tmp_dq && tmp_ds;\n\t\t float tmp_dv = attributes.shockwave + (float)0.25;\n\t\t float tmp_dx = attributes.shockwave - (float)0.0250000004;\n\t\t float tmp_dy = tmp_dt ? tmp_dv : tmp_dx;\n\t\t float tmp_dz = max(tmp_dy, (float)0);\n\t\t float tmp_ea = min(tmp_dz, (float)1);\n\t\t float tmp_eb = (bool)asuint(uniform_v) ? tmp_ea : (float)0;\n\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave, tmp_eb);\n\t\t}\n\t\t{\n\t\t SetCustomAttribute_1E758396( /*inout */attributes.collapseStarted, (bool)false);\n\t\t}\n\t\t{\n\t\t bool tmp_cp = !attributes.collapseStarted;\n\t\t float tmp_cr = tmp_cp ? uniform_x : (float)1;\n\t\t float tmp_ct = max(tmp_cr, (float)0);\n\t\t float tmp_cu = min(tmp_ct, (float)1);\n\t\t float tmp_cw = tmp_cu * (float)60;\n\t\t bool tmp_cx = tmp_cw > attributes.shockwaveMask;\n\t\t float tmp_cy = tmp_cp ? uniform_y : (float)1;\n\t\t float tmp_da = max(attributes.shockwaveMask, (float)0);\n\t\t float tmp_dc = min(tmp_da, (float)100);\n\t\t float tmp_dd = tmp_dc / (float)100;\n\t\t float tmp_df = tmp_dd * (float)-0.5;\n\t\t float tmp_dg = (float)0.5 + tmp_df;\n\t\t float tmp_dh = tmp_cy + tmp_dg;\n\t\t float tmp_di = max(tmp_dh, (float)0);\n\t\t float tmp_dj = min(tmp_di, (float)1);\n\t\t float3 tmp_dn = GeneratePerlinNoise(attributes.uv, float3(7, 1, 2.5).x, (int)3, float3(7, 1, 2.5).y, float3(7, 1, 2.5).z);\n\t\t float tmp_do = tmp_dn[0];\n\t\t float tmp_dq = tmp_do - (float)-1;\n\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t float tmp_du = tmp_ds * (float)5;\n\t\t float tmp_dv = (float)-2 + tmp_du;\n\t\t float tmp_dw = max(tmp_dv, (float)0);\n\t\t float tmp_dx = min(tmp_dw, (float)1);\n\t\t float tmp_dy = (float)1 - tmp_dj;\n\t\t float tmp_dz = tmp_dx * tmp_dy;\n\t\t float tmp_ea = tmp_dj + tmp_dz;\n\t\t float tmp_eb = max(tmp_ea, (float)0);\n\t\t float tmp_ec = min(tmp_eb, (float)1);\n\t\t float tmp_ed = tmp_cx ? tmp_ec : (float)0;\n\t\t float tmp_ef = tmp_ed - (float)0.800000012;\n\t\t float tmp_eg = ceil(tmp_ef);\n\t\t float tmp_eh = saturate(tmp_eg);\n\t\t bool tmp_ei = tmp_eh > (float)0.800000012;\n\t\t bool tmp_ek = tmp_ei ? (bool)true : attributes.crumble;\n\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble, tmp_ek);\n\t\t}\n\t\t{\n\t\t uint tmp_cp = attributes.particleId ^ asuint(uniform_k);\n\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t float3 tmp_cr = float3(tmp_cq, tmp_cq, tmp_cq);\n\t\t float3 tmp_cs = tmp_cr * uniform_ba;\n\t\t float3 tmp_ct = uniform_z + tmp_cs;\n\t\t float3 tmp_cv = attributes.crumble ? tmp_ct : float3(0, 0, 0);\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass, tmp_cv, (float)1, uniform_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_cp = float3(attributes.angularVelocityX, attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t float3 tmp_cq = attributes.crumble ? uniform_bb : tmp_cp;\n\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ, tmp_cq);\n\t\t}\n\t\t{\n\t\t uint tmp_cq = attributes.particleId ^ asuint(uniform_k);\n\t\t float tmp_cr = FixedRand(tmp_cq);\n\t\t float tmp_ct = tmp_cr * (float)0.299999952;\n\t\t float tmp_cu = (float)0.850000024 + tmp_ct;\n\t\t float tmp_cv = uniform_bc * tmp_cu;\n\t\t float tmp_cx = attributes.crumble ? tmp_cv : (float)0;\n\t\t Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass, InvFieldTransform_h, FieldTransform_h, tmp_cx, Drag_h, frequency_h, asint(octaves_h), roughness_h, (float)2, uniform_a);\n\t\t}\n\t\t{\n\t\t SetAttribute_3278B22F( /*inout */attributes.size, (float)0.709999979);\n\t\t}\n\t\t{\n\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t float tmp_cs = tmp_cr[0];\n\t\t float tmp_cu = tmp_cs * (float)-0.75;\n\t\t float tmp_cv = (float)1.25 + tmp_cu;\n\t\t float tmp_cw = tmp_cr[1];\n\t\t float tmp_cx = (float)0 - tmp_cv;\n\t\t float tmp_cy = tmp_cw * tmp_cx;\n\t\t float tmp_cz = tmp_cv + tmp_cy;\n\t\t SetAttribute_39EE3455( /*inout */attributes.size, tmp_cz);\n\t\t}\n\t\t{\n\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t float tmp_cr = tmp_cq[0];\n\t\t float tmp_cs = tmp_cq[1];\n\t\t float tmp_ct = tmp_cq[2];\n\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_cu);\n\t\t}\n\t\t{\n\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t float tmp_cr = tmp_cq[1];\n\t\t float4 tmp_cs = SampleTexture(VFX_SAMPLER(texture_bf),attributes.uv,(float)0);\n\t\t float tmp_ct = tmp_cs[2];\n\t\t float tmp_cu = tmp_cr * tmp_ct;\n\t\t float tmp_cv = tmp_cq[2];\n\t\t float tmp_cw = tmp_cs[1];\n\t\t float tmp_cx = tmp_cv * tmp_cw;\n\t\t float tmp_cy = tmp_cu - tmp_cx;\n\t\t float tmp_cz = tmp_cs[0];\n\t\t float tmp_da = tmp_cv * tmp_cz;\n\t\t float tmp_db = tmp_cq[0];\n\t\t float tmp_dc = tmp_db * tmp_ct;\n\t\t float tmp_dd = tmp_da - tmp_dc;\n\t\t float tmp_de = tmp_db * tmp_cw;\n\t\t float tmp_df = tmp_cr * tmp_cz;\n\t\t float tmp_dg = tmp_de - tmp_df;\n\t\t float3 tmp_dh = float3(tmp_cy, tmp_dd, tmp_dg);\n\t\t float tmp_di = tmp_cs[3];\n\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_dk);\n\t\t}\n\t\t{\n\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t float tmp_cs = tmp_cr[1];\n\t\t float tmp_cu = tmp_cs * (float)-19.710001;\n\t\t float tmp_cv = (float)-14.3999996 + tmp_cu;\n\t\t float3 tmp_cw = float3(tmp_cv, (float)0, (float)0);\n\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_cw);\n\t\t}\n\t\t{\n\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_bf),attributes.uv,(float)0);\n\t\t float tmp_cr = tmp_cq[0];\n\t\t float tmp_cs = tmp_cq[1];\n\t\t float tmp_ct = tmp_cq[2];\n\t\t float3 tmp_cu = float3(tmp_cr, tmp_cs, tmp_ct);\n\t\t SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_cu);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity, uniform_a);\n\t\tAngularEulerIntegration( /*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY, attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ, uniform_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x8 + 0xB600) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x38E03) << 2,asuint(attributes.shockwaveMask));\n\t\tattributeBuffer.Store((index * 0x8 + 0xB603) << 2,asuint(attributes.shockwave));\n\t\tattributeBuffer.Store((index * 0x8 + 0x38E04) << 2,uint(attributes.collapseStarted));\n\t\tattributeBuffer.Store((index * 0x8 + 0xB604) << 2,uint(attributes.crumble));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x38E00) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x38E05) << 2,asuint(attributes.angularVelocityX));\n\t\tattributeBuffer.Store((index * 0x8 + 0x38E06) << 2,asuint(attributes.angularVelocityY));\n\t\tattributeBuffer.Store((index * 0x8 + 0x38E07) << 2,asuint(attributes.angularVelocityZ));\n\t\tattributeBuffer.Store((index * 0x4 + 0x4FA00) << 2,asuint(attributes.size));\n\t\tattributeBuffer.Store3((index * 0xC + 0x5B000) << 2,asuint(attributes.axisY));\n\t\tattributeBuffer.Store3((index * 0xC + 0x5B004) << 2,asuint(attributes.axisZ));\n\t\tattributeBuffer.Store((index * 0x4 + 0x4FA01) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index * 0x4 + 0x4FA02) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index * 0x4 + 0x4FA03) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index * 0xC + 0x5B008) << 2,asuint(attributes.axisX));\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: '[System 1]B Output Particle Lit Mesh' source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Cloth_Angry/System 1/(B) Output Particle Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"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 Back\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_UV_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_SHOCKWAVE_CURRENT 1\n\t\t#define VFX_USE_CRUMBLE_CURRENT 1\n\t\t#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_ALPHA_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_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define HDRP_USE_EMISSIVE_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define USE_DOUBLE_SIDED 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 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 float4 uniform_b;\n\t\t float4 uniform_x;\n\t\t float3 Color_a;\n\t\t float uniform_a;\n\t\t float3 uniform_p;\n\t\t float uniform_c;\n\t\t float2 uniform_e;\n\t\t float uniform_d;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t float uniform_h;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t float uniform_k;\n\t\t float uniform_l;\n\t\t float uniform_m;\n\t\t float uniform_n;\n\t\t float uniform_o;\n\t\t float uniform_q;\n\t\t float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t float uniform_u;\n\t\t float uniform_v;\n\t\t float uniform_w;\n\t\t float Size_i;\n\t\t float smoothness;\n\t\t float metallic;\n\t\t float normalScale;\n\t\t float currentFrameIndex;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float2 uv;\n\t\t float3 position;\n\t\t bool alive;\n\t\t float shockwave;\n\t\t bool crumble;\n\t\t float size;\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 float3 axisX;\n\t\t uint particleId;\n\t\t float alpha;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\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 texture_y;\n\t\tSamplerState samplertexture_y;\n\t\tfloat4 texture_y_TexelSize;\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\t\tTexture2D maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tfloat4 maskMap_TexelSize;\n\t\t\n\t\tTexture2D normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tfloat4 normalMap_TexelSize;\n\t\t\n\t\tTexture2D emissiveMap;\n\t\tSamplerState sampleremissiveMap;\n\t\tfloat4 emissiveMap_TexelSize;\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\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\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\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\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\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\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_MOTION_VECTOR\n\t\t\t\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\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR1;\n\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\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 vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3 normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4 tangent : TEXCOORD5;\n\t\t\t\t#endif\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\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_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 defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\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 SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\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.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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\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\t\t\n\t\t\t\n\t\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t\t\t\n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(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\"=\"GBuffer\" }\n\t\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\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\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\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD4;\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t \n\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\t};\n\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\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_UV uv\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_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || 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\n\t\t\n\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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\tfloat emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\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 \n\t\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#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#define SHADERPASS SHADERPASS_GBUFFER\t\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\n\t\t\t\n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t \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.;\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.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\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.;\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\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\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\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\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent : TEXCOORD3;\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\tnointerpolation float3 builtInInterpolants : TEXCOORD4;\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD5;\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 : TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS : TEXCOORD8; // Needed for fog\n\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\t};\n\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\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_UV uv\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_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\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\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_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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\tfloat emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t emissiveScale = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\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 \n\t\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\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\t\n\t\t\t\t\n\t\t \n\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#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t, out float4 outMotionVector : SV_Target1\n\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\n\t\t\t\t\t\t\tfloat3 normalWS = normalize(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 = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\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 \n\t\t \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.;\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.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic = OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\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.;\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\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\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\toutMotionVector.a = outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\" }\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#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define USE_ALPHA_TEST 1\n\t\t\t#endif\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\tfloat2 uv : TEXCOORD0;\t\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 #if VFX_SHADERGRAPH_HAS_UV1\n\t\t float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t float4 vertexColor : COLOR1;\n\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\tnointerpolation float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t \n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t size = Size;\n\t\t\t}\n\t\t\tvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alive = Alive;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t angleY = Angle.y;\n\t\t\t angleZ = Angle.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t VFX_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\tuint index = VFX_GET_INSTANCE_ID(i);\t\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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index * 0x8 + 0x22203) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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 + 0x22203) << 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.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 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\n\t\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cm = attributes.color[0];\n\t\t\t\t float tmp_cn = attributes.color[1];\n\t\t\t\t float tmp_co = attributes.color[2];\n\t\t\t\t float4 tmp_cq = float4(tmp_cm, tmp_cn, tmp_co, (float)1);\n\t\t\t\t float2 tmp_cs = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cv = GeneratePerlinNoise(tmp_cs, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cw = tmp_cv[0];\n\t\t\t\t float tmp_cy = tmp_cw - (float)-1;\n\t\t\t\t float tmp_da = tmp_cy / (float)2;\n\t\t\t\t float tmp_db = tmp_da * uniform_f;\n\t\t\t\t float tmp_dc = uniform_d + tmp_db;\n\t\t\t\t float tmp_de = max(tmp_dc, (float)0.400000006);\n\t\t\t\t float tmp_dg = min(tmp_de, (float)0.600000024);\n\t\t\t\t float tmp_dh = tmp_dg - (float)0.400000006;\n\t\t\t\t float tmp_dj = tmp_dh / (float)0.200000018;\n\t\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t\t float tmp_dl = (float)1 - tmp_dk;\n\t\t\t\t uint tmp_dm = attributes.particleId ^ asuint(uniform_l);\n\t\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t\t float tmp_do = tmp_dn * uniform_m;\n\t\t\t\t float tmp_dp = uniform_k + tmp_do;\n\t\t\t\t float tmp_dq = attributes.uv[0];\n\t\t\t\t float tmp_dr = uniform_n + tmp_dq;\n\t\t\t\t float tmp_ds = attributes.uv[1];\n\t\t\t\t float tmp_dt = uniform_o + tmp_ds;\n\t\t\t\t float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t\t float3 tmp_dv = GeneratePerlinNoise(tmp_du, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t\t float tmp_dw = tmp_dv[0];\n\t\t\t\t float tmp_dx = tmp_dw - (float)-1;\n\t\t\t\t float tmp_dy = tmp_dx / (float)2;\n\t\t\t\t float tmp_dz = max(tmp_dy, uniform_q);\n\t\t\t\t float tmp_ea = min(tmp_dz, uniform_r);\n\t\t\t\t float tmp_eb = tmp_ea - uniform_q;\n\t\t\t\t float tmp_ec = tmp_eb / uniform_s;\n\t\t\t\t float tmp_ed = tmp_dn * uniform_u;\n\t\t\t\t float tmp_ee = uniform_t + tmp_ed;\n\t\t\t\t float tmp_ef = tmp_ee - tmp_dp;\n\t\t\t\t float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t\t float tmp_eh = tmp_dp + tmp_eg;\n\t\t\t\t float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float tmp_ej = (bool)asuint(uniform_w) ? tmp_ei : (float)0;\n\t\t\t\t float tmp_ek = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_ej;\n\t\t\t\t float tmp_el = (bool)asuint(uniform_j) ? tmp_eh : tmp_ek;\n\t\t\t\t float tmp_em = (bool)asuint(uniform_i) ? (float)0 : tmp_el;\n\t\t\t\t float tmp_en = (bool)asuint(uniform_g) ? uniform_h : tmp_em;\n\t\t\t\t float tmp_eo = (bool)asuint(uniform_c) ? tmp_dl : tmp_en;\n\t\t\t\t float tmp_ep = (bool)asuint(uniform_a) ? (float)0 : tmp_eo;\n\t\t\t\t float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t\t float4 tmp_er = tmp_eq * uniform_x;\n\t\t\t\t float4 tmp_es = uniform_b + tmp_er;\n\t\t\t\t float4 tmp_et = (bool)asuint(uniform_a) ? tmp_cq : tmp_es;\n\t\t\t\t float tmp_eu = tmp_et[0];\n\t\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t\t float tmp_ew = tmp_et[2];\n\t\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cn = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t float tmp_co = tmp_cn[3];\n\t\t\t\t bool tmp_cq = tmp_co < (float)0.5;\n\t\t\t\t bool tmp_cr = !tmp_cq;\n\t\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cr);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cn = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t float3 tmp_cp = tmp_cm + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cq = tmp_cp - tmp_cm;\n\t\t\t\t float3 tmp_cr = tmp_cn * tmp_cq;\n\t\t\t\t float3 tmp_cs = tmp_cm + tmp_cr;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_dj = float3(0, 45, 0) - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float2 tmp_cn = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cq = GeneratePerlinNoise(tmp_cn, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cr = tmp_cq[0];\n\t\t\t\t float tmp_ct = tmp_cr - (float)-1;\n\t\t\t\t float tmp_cv = tmp_ct / (float)2;\n\t\t\t\t float tmp_cw = tmp_cv * uniform_f;\n\t\t\t\t float tmp_cx = uniform_d + tmp_cw;\n\t\t\t\t float tmp_cz = max(tmp_cx, (float)0.400000006);\n\t\t\t\t float tmp_db = min(tmp_cz, (float)0.600000024);\n\t\t\t\t float tmp_dc = tmp_db - (float)0.400000006;\n\t\t\t\t float tmp_de = tmp_dc / (float)0.200000018;\n\t\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t\t float tmp_dh = (float)0 - attributes.size;\n\t\t\t\t float tmp_di = tmp_df * tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size + tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cm = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float2 tmp_co = attributes.uv + uniform_e;\n\t\t\t\t float3 tmp_cr = GeneratePerlinNoise(tmp_co, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t\t float tmp_cs = tmp_cr[0];\n\t\t\t\t float tmp_cu = tmp_cs - (float)-1;\n\t\t\t\t float tmp_cw = tmp_cu / (float)2;\n\t\t\t\t float tmp_cx = tmp_cw * uniform_f;\n\t\t\t\t float tmp_cy = uniform_d + tmp_cx;\n\t\t\t\t float tmp_da = max(tmp_cy, (float)0.400000006);\n\t\t\t\t float tmp_dc = min(tmp_da, (float)0.600000024);\n\t\t\t\t float tmp_dd = tmp_dc - (float)0.400000006;\n\t\t\t\t float tmp_df = tmp_dd / (float)0.200000018;\n\t\t\t\t float tmp_dg = (float)1 - tmp_df;\n\t\t\t\t float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float3 tmp_di = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_dj = tmp_di - tmp_cm;\n\t\t\t\t float3 tmp_dk = tmp_dh * tmp_dj;\n\t\t\t\t float3 tmp_dl = tmp_cm + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dl);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\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\t\n\t\t\t\tfloat3 inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 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 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4 csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX, i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\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\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 \n\t\t\t \n\t\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#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\t\n\t\t \n\t\t \n\t\t\t#pragma fragment frag\n\t\t\tfloat 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 #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\t\n\t\t float alpha = OUTSG.;\n\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t #endif\t\n\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 1]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_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_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_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_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 float4 uniform_b;\n float4 uniform_x;\n float3 Color_a;\n float uniform_a;\n float3 uniform_p;\n float uniform_c;\n float2 uniform_e;\n float uniform_d;\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 uniform_l;\n float uniform_m;\n float uniform_n;\n float uniform_o;\n float uniform_q;\n float uniform_r;\n float uniform_s;\n float uniform_t;\n float uniform_u;\n float uniform_v;\n float uniform_w;\n float Size_i;\n float smoothness;\n float metallic;\n float normalScale;\n float currentFrameIndex;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n float3 position;\n bool alive;\n float shockwave;\n bool crumble;\n float size;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n uint particleId;\n float alpha;\n float pivotX;\n float pivotY;\n float pivotZ;\n float scaleX;\n float scaleY;\n float scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_y;\nSamplerState samplertexture_y;\nfloat4 texture_y_TexelSize;\n\nTexture2D baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\nTexture2D maskMap;\nSamplerState samplermaskMap;\nfloat4 maskMap_TexelSize;\n\nTexture2D normalMap;\nSamplerState samplernormalMap;\nfloat4 normalMap_TexelSize;\n\nTexture2D emissiveMap;\nSamplerState sampleremissiveMap;\nfloat4 emissiveMap_TexelSize;\n\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\n}\nvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX = Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n angleZ = Angle.z;\n}\nvoid SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n size *= Size;\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 + 0x22203) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\nattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\nattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\nattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\nattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\nattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\nattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\nattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\nattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\nattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\nattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\nattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\nattributes.scaleX = (float)1;\nattributes.scaleY = (float)1;\nattributes.scaleZ = (float)1;\nattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 2));\n\n\r\n\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t{\n\t\t\t float tmp_co = attributes.color[0];\n\t\t\t float tmp_cp = attributes.color[1];\n\t\t\t float tmp_cq = attributes.color[2];\n\t\t\t float4 tmp_cs = float4(tmp_co, tmp_cp, tmp_cq, (float)1);\n\t\t\t float2 tmp_cu = attributes.uv + uniform_e;\n\t\t\t float3 tmp_cx = GeneratePerlinNoise(tmp_cu, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cy = tmp_cx[0];\n\t\t\t float tmp_da = tmp_cy - (float)-1;\n\t\t\t float tmp_dc = tmp_da / (float)2;\n\t\t\t float tmp_dd = tmp_dc * uniform_f;\n\t\t\t float tmp_de = uniform_d + tmp_dd;\n\t\t\t float tmp_dg = max(tmp_de, (float)0.400000006);\n\t\t\t float tmp_di = min(tmp_dg, (float)0.600000024);\n\t\t\t float tmp_dj = tmp_di - (float)0.400000006;\n\t\t\t float tmp_dl = tmp_dj / (float)0.200000018;\n\t\t\t float tmp_dm = (float)1 - tmp_dl;\n\t\t\t float tmp_dn = (float)1 - tmp_dm;\n\t\t\t uint tmp_do = attributes.particleId ^ asuint(uniform_l);\n\t\t\t float tmp_dp = FixedRand(tmp_do);\n\t\t\t float tmp_dq = tmp_dp * uniform_m;\n\t\t\t float tmp_dr = uniform_k + tmp_dq;\n\t\t\t float tmp_ds = attributes.uv[0];\n\t\t\t float tmp_dt = uniform_n + tmp_ds;\n\t\t\t float tmp_du = attributes.uv[1];\n\t\t\t float tmp_dv = uniform_o + tmp_du;\n\t\t\t float2 tmp_dw = float2(tmp_dt, tmp_dv);\n\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dw, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t float tmp_dz = tmp_dy - (float)-1;\n\t\t\t float tmp_ea = tmp_dz / (float)2;\n\t\t\t float tmp_eb = max(tmp_ea, uniform_q);\n\t\t\t float tmp_ec = min(tmp_eb, uniform_r);\n\t\t\t float tmp_ed = tmp_ec - uniform_q;\n\t\t\t float tmp_ee = tmp_ed / uniform_s;\n\t\t\t float tmp_ef = tmp_dp * uniform_u;\n\t\t\t float tmp_eg = uniform_t + tmp_ef;\n\t\t\t float tmp_eh = tmp_eg - tmp_dr;\n\t\t\t float tmp_ei = tmp_ee * tmp_eh;\n\t\t\t float tmp_ej = tmp_dr + tmp_ei;\n\t\t\t float tmp_ek = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_el = (bool)asuint(uniform_w) ? tmp_ek : (float)0;\n\t\t\t float tmp_em = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_el;\n\t\t\t float tmp_en = (bool)asuint(uniform_j) ? tmp_ej : tmp_em;\n\t\t\t float tmp_eo = (bool)asuint(uniform_i) ? (float)0 : tmp_en;\n\t\t\t float tmp_ep = (bool)asuint(uniform_g) ? uniform_h : tmp_eo;\n\t\t\t float tmp_eq = (bool)asuint(uniform_c) ? tmp_dn : tmp_ep;\n\t\t\t float tmp_er = (bool)asuint(uniform_a) ? (float)0 : tmp_eq;\n\t\t\t float4 tmp_es = float4(tmp_er, tmp_er, tmp_er, tmp_er);\n\t\t\t float4 tmp_et = tmp_es * uniform_x;\n\t\t\t float4 tmp_eu = uniform_b + tmp_et;\n\t\t\t float4 tmp_ev = (bool)asuint(uniform_a) ? tmp_cs : tmp_eu;\n\t\t\t float tmp_ew = tmp_ev[0];\n\t\t\t float tmp_ex = tmp_ev[1];\n\t\t\t float tmp_ey = tmp_ev[2];\n\t\t\t float3 tmp_ez = float3(tmp_ew, tmp_ex, tmp_ey);\n\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ez);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_cp = attributes.size * (float)30;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cp);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t float tmp_cq = tmp_cp[3];\n\t\t\t bool tmp_cs = tmp_cq < (float)0.5;\n\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cs);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t float3 tmp_cp = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t float3 tmp_cr = tmp_co + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_cs = tmp_cr - tmp_co;\n\t\t\t float3 tmp_ct = tmp_cp * tmp_cs;\n\t\t\t float3 tmp_cu = tmp_co + tmp_ct;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cu);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t float2 tmp_cq = attributes.uv + uniform_e;\n\t\t\t float3 tmp_ct = GeneratePerlinNoise(tmp_cq, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cu = tmp_ct[0];\n\t\t\t float tmp_cw = tmp_cu - (float)-1;\n\t\t\t float tmp_cy = tmp_cw / (float)2;\n\t\t\t float tmp_cz = tmp_cy * uniform_f;\n\t\t\t float tmp_da = uniform_d + tmp_cz;\n\t\t\t float tmp_dc = max(tmp_da, (float)0.400000006);\n\t\t\t float tmp_de = min(tmp_dc, (float)0.600000024);\n\t\t\t float tmp_df = tmp_de - (float)0.400000006;\n\t\t\t float tmp_dh = tmp_df / (float)0.200000018;\n\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float3 tmp_dl = float3(0, 45, 0) - tmp_co;\n\t\t\t float3 tmp_dm = tmp_dj * tmp_dl;\n\t\t\t float3 tmp_dn = tmp_co + tmp_dm;\n\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dn);\n\t\t\t}\n\t\t\t{\n\t\t\t float2 tmp_cp = attributes.uv + uniform_e;\n\t\t\t float3 tmp_cs = GeneratePerlinNoise(tmp_cp, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_ct = tmp_cs[0];\n\t\t\t float tmp_cv = tmp_ct - (float)-1;\n\t\t\t float tmp_cx = tmp_cv / (float)2;\n\t\t\t float tmp_cy = tmp_cx * uniform_f;\n\t\t\t float tmp_cz = uniform_d + tmp_cy;\n\t\t\t float tmp_db = max(tmp_cz, (float)0.400000006);\n\t\t\t float tmp_dd = min(tmp_db, (float)0.600000024);\n\t\t\t float tmp_de = tmp_dd - (float)0.400000006;\n\t\t\t float tmp_dg = tmp_de / (float)0.200000018;\n\t\t\t float tmp_dh = (float)1 - tmp_dg;\n\t\t\t float tmp_dj = (float)0 - attributes.size;\n\t\t\t float tmp_dk = tmp_dh * tmp_dj;\n\t\t\t float tmp_dl = attributes.size + tmp_dk;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dl);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t float2 tmp_cq = attributes.uv + uniform_e;\n\t\t\t float3 tmp_ct = GeneratePerlinNoise(tmp_cq, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cu = tmp_ct[0];\n\t\t\t float tmp_cw = tmp_cu - (float)-1;\n\t\t\t float tmp_cy = tmp_cw / (float)2;\n\t\t\t float tmp_cz = tmp_cy * uniform_f;\n\t\t\t float tmp_da = uniform_d + tmp_cz;\n\t\t\t float tmp_dc = max(tmp_da, (float)0.400000006);\n\t\t\t float tmp_de = min(tmp_dc, (float)0.600000024);\n\t\t\t float tmp_df = tmp_de - (float)0.400000006;\n\t\t\t float tmp_dh = tmp_df / (float)0.200000018;\n\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float3 tmp_dk = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t float3 tmp_dl = tmp_dk - tmp_co;\n\t\t\t float3 tmp_dm = tmp_dj * tmp_dl;\n\t\t\t float3 tmp_dn = tmp_co + tmp_dm;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dn);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\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" - compute: 1 name: '[System 1]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_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define VFX_USE_SIZE_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_AXISX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_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_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_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 float4 uniform_b;\n float4 uniform_x;\n float3 Color_a;\n float uniform_a;\n float3 uniform_p;\n float uniform_c;\n float2 uniform_e;\n float uniform_d;\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 uniform_l;\n float uniform_m;\n float uniform_n;\n float uniform_o;\n float uniform_q;\n float uniform_r;\n float uniform_s;\n float uniform_t;\n float uniform_u;\n float uniform_v;\n float uniform_w;\n float Size_i;\n float smoothness;\n float metallic;\n float normalScale;\n float currentFrameIndex;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n float3 position;\n bool alive;\n float shockwave;\n bool crumble;\n float size;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n uint particleId;\n float alpha;\n float pivotX;\n float pivotY;\n float pivotZ;\n float scaleX;\n float scaleY;\n float scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_y;\nSamplerState samplertexture_y;\nfloat4 texture_y_TexelSize;\n\nTexture2D baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\nTexture2D maskMap;\nSamplerState samplermaskMap;\nfloat4 maskMap_TexelSize;\n\nTexture2D normalMap;\nSamplerState samplernormalMap;\nfloat4 normalMap_TexelSize;\n\nTexture2D emissiveMap;\nSamplerState sampleremissiveMap;\nfloat4 emissiveMap_TexelSize;\n\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 SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\n}\nvoid SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX = Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ, float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n angleZ = Angle.z;\n}\nvoid SetAttribute_39EE3455(inout float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n size *= Size;\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 + 0x22203) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\nattributes.position = asfloat(attributeBuffer.Load3((index * 0x8 + 0xB600) << 2));\nattributes.shockwave = asfloat(attributeBuffer.Load((index * 0x8 + 0xB603) << 2));\nattributes.crumble = (attributeBuffer.Load((index * 0x8 + 0xB604) << 2));\nattributes.size = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA00) << 2));\nattributes.axisY = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B000) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B004) << 2));\nattributes.angleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA01) << 2));\nattributes.angleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA02) << 2));\nattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x4 + 0x4FA03) << 2));\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC + 0x5B008) << 2));\nattributes.particleId = (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x8 + 0x22204) << 2));\nattributes.pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x22205) << 2));\nattributes.pivotZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x22206) << 2));\nattributes.scaleX = (float)1;\nattributes.scaleY = (float)1;\nattributes.scaleZ = (float)1;\nattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x22200) << 2));\n\n\r\n\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color, Color_a);\n\t\t\t{\n\t\t\t float tmp_co = attributes.color[0];\n\t\t\t float tmp_cp = attributes.color[1];\n\t\t\t float tmp_cq = attributes.color[2];\n\t\t\t float4 tmp_cs = float4(tmp_co, tmp_cp, tmp_cq, (float)1);\n\t\t\t float2 tmp_cu = attributes.uv + uniform_e;\n\t\t\t float3 tmp_cx = GeneratePerlinNoise(tmp_cu, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cy = tmp_cx[0];\n\t\t\t float tmp_da = tmp_cy - (float)-1;\n\t\t\t float tmp_dc = tmp_da / (float)2;\n\t\t\t float tmp_dd = tmp_dc * uniform_f;\n\t\t\t float tmp_de = uniform_d + tmp_dd;\n\t\t\t float tmp_dg = max(tmp_de, (float)0.400000006);\n\t\t\t float tmp_di = min(tmp_dg, (float)0.600000024);\n\t\t\t float tmp_dj = tmp_di - (float)0.400000006;\n\t\t\t float tmp_dl = tmp_dj / (float)0.200000018;\n\t\t\t float tmp_dm = (float)1 - tmp_dl;\n\t\t\t float tmp_dn = (float)1 - tmp_dm;\n\t\t\t uint tmp_do = attributes.particleId ^ asuint(uniform_l);\n\t\t\t float tmp_dp = FixedRand(tmp_do);\n\t\t\t float tmp_dq = tmp_dp * uniform_m;\n\t\t\t float tmp_dr = uniform_k + tmp_dq;\n\t\t\t float tmp_ds = attributes.uv[0];\n\t\t\t float tmp_dt = uniform_n + tmp_ds;\n\t\t\t float tmp_du = attributes.uv[1];\n\t\t\t float tmp_dv = uniform_o + tmp_du;\n\t\t\t float2 tmp_dw = float2(tmp_dt, tmp_dv);\n\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dw, uniform_p.x, (int)2, uniform_p.y, uniform_p.z);\n\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t float tmp_dz = tmp_dy - (float)-1;\n\t\t\t float tmp_ea = tmp_dz / (float)2;\n\t\t\t float tmp_eb = max(tmp_ea, uniform_q);\n\t\t\t float tmp_ec = min(tmp_eb, uniform_r);\n\t\t\t float tmp_ed = tmp_ec - uniform_q;\n\t\t\t float tmp_ee = tmp_ed / uniform_s;\n\t\t\t float tmp_ef = tmp_dp * uniform_u;\n\t\t\t float tmp_eg = uniform_t + tmp_ef;\n\t\t\t float tmp_eh = tmp_eg - tmp_dr;\n\t\t\t float tmp_ei = tmp_ee * tmp_eh;\n\t\t\t float tmp_ej = tmp_dr + tmp_ei;\n\t\t\t float tmp_ek = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_el = (bool)asuint(uniform_w) ? tmp_ek : (float)0;\n\t\t\t float tmp_em = (bool)asuint(uniform_v) ? attributes.shockwave : tmp_el;\n\t\t\t float tmp_en = (bool)asuint(uniform_j) ? tmp_ej : tmp_em;\n\t\t\t float tmp_eo = (bool)asuint(uniform_i) ? (float)0 : tmp_en;\n\t\t\t float tmp_ep = (bool)asuint(uniform_g) ? uniform_h : tmp_eo;\n\t\t\t float tmp_eq = (bool)asuint(uniform_c) ? tmp_dn : tmp_ep;\n\t\t\t float tmp_er = (bool)asuint(uniform_a) ? (float)0 : tmp_eq;\n\t\t\t float4 tmp_es = float4(tmp_er, tmp_er, tmp_er, tmp_er);\n\t\t\t float4 tmp_et = tmp_es * uniform_x;\n\t\t\t float4 tmp_eu = uniform_b + tmp_et;\n\t\t\t float4 tmp_ev = (bool)asuint(uniform_a) ? tmp_cs : tmp_eu;\n\t\t\t float tmp_ew = tmp_ev[0];\n\t\t\t float tmp_ex = tmp_ev[1];\n\t\t\t float tmp_ey = tmp_ev[2];\n\t\t\t float3 tmp_ez = float3(tmp_ew, tmp_ex, tmp_ey);\n\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ez);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_cp = attributes.size * (float)30;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_cp);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t float tmp_cq = tmp_cp[3];\n\t\t\t bool tmp_cs = tmp_cq < (float)0.5;\n\t\t\t bool tmp_ct = !tmp_cs;\n\t\t\t SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_ct);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t float3 tmp_cp = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t float3 tmp_cr = tmp_co + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_cs = tmp_cr - tmp_co;\n\t\t\t float3 tmp_ct = tmp_cp * tmp_cs;\n\t\t\t float3 tmp_cu = tmp_co + tmp_ct;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cu);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t float2 tmp_cq = attributes.uv + uniform_e;\n\t\t\t float3 tmp_ct = GeneratePerlinNoise(tmp_cq, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cu = tmp_ct[0];\n\t\t\t float tmp_cw = tmp_cu - (float)-1;\n\t\t\t float tmp_cy = tmp_cw / (float)2;\n\t\t\t float tmp_cz = tmp_cy * uniform_f;\n\t\t\t float tmp_da = uniform_d + tmp_cz;\n\t\t\t float tmp_dc = max(tmp_da, (float)0.400000006);\n\t\t\t float tmp_de = min(tmp_dc, (float)0.600000024);\n\t\t\t float tmp_df = tmp_de - (float)0.400000006;\n\t\t\t float tmp_dh = tmp_df / (float)0.200000018;\n\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float3 tmp_dl = float3(0, 45, 0) - tmp_co;\n\t\t\t float3 tmp_dm = tmp_dj * tmp_dl;\n\t\t\t float3 tmp_dn = tmp_co + tmp_dm;\n\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_dn);\n\t\t\t}\n\t\t\t{\n\t\t\t float2 tmp_cp = attributes.uv + uniform_e;\n\t\t\t float3 tmp_cs = GeneratePerlinNoise(tmp_cp, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_ct = tmp_cs[0];\n\t\t\t float tmp_cv = tmp_ct - (float)-1;\n\t\t\t float tmp_cx = tmp_cv / (float)2;\n\t\t\t float tmp_cy = tmp_cx * uniform_f;\n\t\t\t float tmp_cz = uniform_d + tmp_cy;\n\t\t\t float tmp_db = max(tmp_cz, (float)0.400000006);\n\t\t\t float tmp_dd = min(tmp_db, (float)0.600000024);\n\t\t\t float tmp_de = tmp_dd - (float)0.400000006;\n\t\t\t float tmp_dg = tmp_de / (float)0.200000018;\n\t\t\t float tmp_dh = (float)1 - tmp_dg;\n\t\t\t float tmp_dj = (float)0 - attributes.size;\n\t\t\t float tmp_dk = tmp_dh * tmp_dj;\n\t\t\t float tmp_dl = attributes.size + tmp_dk;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dl);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t float2 tmp_cq = attributes.uv + uniform_e;\n\t\t\t float3 tmp_ct = GeneratePerlinNoise(tmp_cq, float3(10, 0.5, 0.5).x, (int)2, float3(10, 0.5, 0.5).y, float3(10, 0.5, 0.5).z);\n\t\t\t float tmp_cu = tmp_ct[0];\n\t\t\t float tmp_cw = tmp_cu - (float)-1;\n\t\t\t float tmp_cy = tmp_cw / (float)2;\n\t\t\t float tmp_cz = tmp_cy * uniform_f;\n\t\t\t float tmp_da = uniform_d + tmp_cz;\n\t\t\t float tmp_dc = max(tmp_da, (float)0.400000006);\n\t\t\t float tmp_de = min(tmp_dc, (float)0.600000024);\n\t\t\t float tmp_df = tmp_de - (float)0.400000006;\n\t\t\t float tmp_dh = tmp_df / (float)0.200000018;\n\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float3 tmp_dk = float3((float)-1, attributes.pivotY, attributes.pivotZ);\n\t\t\t float3 tmp_dl = tmp_dk - tmp_co;\n\t\t\t float3 tmp_dm = tmp_dj * tmp_dl;\n\t\t\t float3 tmp_dn = tmp_co + tmp_dm;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dn);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455( /*inout */attributes.size, Size_i);\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: - 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