本项目以Morgan为中心,处理这个角色需要将 VFX Graph 的功能发挥到极致。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

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float4 uniform_bf;\n float4 uniform_bg;\n float3 uniform_o;\n float
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float uniform_d;\n float3 uniform_ba;\n float uniform_e;\n float3
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float3 uniform_bl;\n float uniform_h;\n float uniform_i;\n float uniform_j;\n
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float octaves_h;\n float roughness_h;\n float uniform_bm;\n float
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float angularVelocityX;\n float angularVelocityY;\n float angularVelocityZ;\n
float angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float scaleX;\n float scaleY;\n
float scaleZ;\n float size;\n float3 color;\n float3 Emissive_Color;\n
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mass);\n}\nvoid SetAttribute_FA9588B7(inout float angularVelocityX, inout float
angularVelocityY, inout float angularVelocityZ, float3 AngularVelocity) /*attribute:angularVelocity
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float Intensity, float Drag, float frequency, int octaves, float roughness,
float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n
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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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n scaleX
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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
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CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
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= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\tattributes.Emissive_Color
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8404) << 2));\n\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\tattributes.Male
= (float)0;\n\t\t\tattributes.seed = (attributeBuffer.Load((index * 0xC + 0x840B)
<< 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_dd = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t\t
float tmp_de = tmp_dd[0];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float
tmp_dg = tmp_dd[2];\n\t\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t\t
float3 tmp_di = attributes.position - tmp_dh;\n\t\t\t float3 tmp_dj = tmp_di
* tmp_di;\n\t\t\t float tmp_dk = tmp_dj[2];\n\t\t\t float tmp_dl = tmp_dj[1];\n\t\t\t
float tmp_dm = tmp_dk + tmp_dl;\n\t\t\t float tmp_dn = tmp_dj[0];\n\t\t\t
float tmp_do = tmp_dm + tmp_dn;\n\t\t\t float tmp_dq = pow(tmp_do, (float)0.5);\n\t\t\t
float tmp_dr = max(tmp_dq, uniform_d);\n\t\t\t float tmp_ds = min(tmp_dr,
uniform_e);\n\t\t\t float tmp_dt = tmp_ds - uniform_d;\n\t\t\t float
tmp_du = tmp_dt / uniform_f;\n\t\t\t float tmp_dv = tmp_du * uniform_g;\n\t\t\t
float tmp_dw = uniform_b + tmp_dv;\n\t\t\t float tmp_dx = uniform_a * tmp_dw;\n\t\t\t
float tmp_dy = tmp_dx * uniform_h;\n\t\t\t uint tmp_ea = attributes.particleId
^ asuint(uniform_k);\n\t\t\t float tmp_eb = FixedRand(tmp_ea);\n\t\t\t
float tmp_ec = tmp_eb * uniform_l;\n\t\t\t float tmp_ed = uniform_j + tmp_ec;\n\t\t\t
float tmp_ee = attributes.uv[0];\n\t\t\t float tmp_ef = uniform_m + tmp_ee;\n\t\t\t
float tmp_eg = attributes.uv[1];\n\t\t\t float tmp_eh = uniform_n + tmp_eg;\n\t\t\t
float2 tmp_ei = float2(tmp_ef, tmp_eh);\n\t\t\t float3 tmp_ek = GeneratePerlinNoise(tmp_ei,
uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t\t float tmp_el = tmp_ek[0];\n\t\t\t
float tmp_en = tmp_el - (float)-1;\n\t\t\t float tmp_ep = tmp_en / (float)2;\n\t\t\t
float tmp_eq = max(tmp_ep, uniform_p);\n\t\t\t float tmp_er = min(tmp_eq,
uniform_q);\n\t\t\t float tmp_es = tmp_er - uniform_p;\n\t\t\t float
tmp_et = tmp_es / uniform_r;\n\t\t\t float tmp_eu = tmp_eb * uniform_t;\n\t\t\t
float tmp_ev = uniform_s + tmp_eu;\n\t\t\t float tmp_ew = tmp_ev - tmp_ed;\n\t\t\t
float tmp_ex = tmp_et * tmp_ew;\n\t\t\t float tmp_ey = tmp_ed + tmp_ex;\n\t\t\t
float tmp_ez = tmp_ey - (float)1;\n\t\t\t float tmp_fa = uniform_i * tmp_ez;\n\t\t\t
float tmp_fb = (float)1 + tmp_fa;\n\t\t\t float tmp_fc = tmp_dy * tmp_fb;\n\t\t\t
float tmp_fd = saturate(tmp_fc);\n\t\t\t float3 tmp_fe = float3(tmp_fd,
tmp_fd, tmp_fd);\n\t\t\t float3 tmp_ff = tmp_dh - attributes.position;\n\t\t\t
float3 tmp_fg = tmp_fe * tmp_ff;\n\t\t\t float3 tmp_fh = attributes.position
+ tmp_fg;\n\t\t\t float3 tmp_fi = attributes.crumble ? attributes.position
: tmp_fh;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position,
tmp_fi);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dc = attributes.position -
uniform_u;\n\t\t\t float3 tmp_dd = tmp_dc * tmp_dc;\n\t\t\t float tmp_de
= tmp_dd[2];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float tmp_dg =
tmp_de + tmp_df;\n\t\t\t float tmp_dh = tmp_dd[0];\n\t\t\t float tmp_di
= tmp_dg + tmp_dh;\n\t\t\t float tmp_dk = pow(tmp_di, (float)0.5);\n\t\t\t
float tmp_dm = max(tmp_dk, (float)0.99000001);\n\t\t\t float tmp_do = min(tmp_dm,
(float)84);\n\t\t\t float tmp_dp = tmp_do - (float)0.99000001;\n\t\t\t
float tmp_dr = tmp_dp / (float)83.0100021;\n\t\t\t float tmp_dt = tmp_dr
* (float)100;\n\t\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask,
tmp_dt);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dc = attributes.position -
uniform_u;\n\t\t\t float3 tmp_dd = tmp_dc * tmp_dc;\n\t\t\t float tmp_de
= tmp_dd[2];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float tmp_dg =
tmp_de + tmp_df;\n\t\t\t float tmp_dh = tmp_dd[0];\n\t\t\t float tmp_di
= tmp_dg + tmp_dh;\n\t\t\t float tmp_dk = pow(tmp_di, (float)0.5);\n\t\t\t
float tmp_dm = max(tmp_dk, (float)0.99000001);\n\t\t\t float tmp_do = min(tmp_dm,
(float)84);\n\t\t\t float tmp_dp = tmp_do - (float)0.99000001;\n\t\t\t
float tmp_dr = tmp_dp / (float)83.0100021;\n\t\t\t float tmp_dt = tmp_dr
* (float)100;\n\t\t\t bool tmp_du = !attributes.collapseStarted;\n\t\t\t
float tmp_dw = tmp_du ? uniform_w : (float)1;\n\t\t\t float tmp_dy = max(tmp_dw,
(float)0);\n\t\t\t float tmp_dz = min(tmp_dy, (float)1);\n\t\t\t float
tmp_eb = tmp_dz * (float)60;\n\t\t\t float tmp_ec = tmp_eb + (float)1;\n\t\t\t
bool tmp_ed = tmp_dt < tmp_ec;\n\t\t\t float tmp_ee = tmp_eb - (float)1;\n\t\t\t
bool tmp_ef = tmp_dt > tmp_ee;\n\t\t\t bool tmp_eg = tmp_ed && tmp_ef;\n\t\t\t
float tmp_ei = attributes.shockwave + (float)0.25;\n\t\t\t float tmp_ek
= attributes.shockwave - (float)0.0250000004;\n\t\t\t float tmp_el = tmp_eg
? tmp_ei : tmp_ek;\n\t\t\t float tmp_em = max(tmp_el, (float)0);\n\t\t\t
float tmp_en = min(tmp_em, (float)1);\n\t\t\t float tmp_eo = (bool)asuint(uniform_v)
? tmp_en : (float)0;\n\t\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave,
tmp_eo);\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_dc = !attributes.collapseStarted;\n\t\t\t float tmp_de = tmp_dc ? uniform_x
: (float)1;\n\t\t\t float tmp_dg = max(tmp_de, (float)0);\n\t\t\t float
tmp_dh = min(tmp_dg, (float)1);\n\t\t\t float tmp_dj = tmp_dh * (float)60;\n\t\t\t
bool tmp_dk = tmp_dj > attributes.shockwaveMask;\n\t\t\t float tmp_dl =
tmp_dc ? uniform_y : (float)1;\n\t\t\t float tmp_dn = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_dp = min(tmp_dn, (float)100);\n\t\t\t float
tmp_dq = tmp_dp / (float)100;\n\t\t\t float tmp_ds = tmp_dq * (float)-0.5;\n\t\t\t
float tmp_dt = (float)0.5 + tmp_ds;\n\t\t\t float tmp_du = tmp_dl + tmp_dt;\n\t\t\t
float tmp_dv = max(tmp_du, (float)0);\n\t\t\t float tmp_dw = min(tmp_dv,
(float)1);\n\t\t\t float3 tmp_ea = 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_eb = tmp_ea[0];\n\t\t\t float tmp_ed = tmp_eb - (float)-1;\n\t\t\t
float tmp_ef = tmp_ed / (float)2;\n\t\t\t float tmp_eh = tmp_ef * (float)5;\n\t\t\t
float tmp_ei = (float)-2 + tmp_eh;\n\t\t\t float tmp_ej = max(tmp_ei, (float)0);\n\t\t\t
float tmp_ek = min(tmp_ej, (float)1);\n\t\t\t float tmp_el = (float)1 -
tmp_dw;\n\t\t\t float tmp_em = tmp_ek * tmp_el;\n\t\t\t float tmp_en
= tmp_dw + tmp_em;\n\t\t\t float tmp_eo = max(tmp_en, (float)0);\n\t\t\t
float tmp_ep = min(tmp_eo, (float)1);\n\t\t\t float tmp_eq = tmp_dk ? tmp_ep
: (float)0;\n\t\t\t float tmp_es = tmp_eq - (float)0.800000012;\n\t\t\t
float tmp_et = ceil(tmp_es);\n\t\t\t float tmp_eu = saturate(tmp_et);\n\t\t\t
bool tmp_ev = tmp_eu > (float)0.800000012;\n\t\t\t bool tmp_ex = tmp_ev
? (bool)true : attributes.crumble;\n\t\t\t SetCustomAttribute_43E96CEE(
/*inout */attributes.crumble, tmp_ex);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dc
= attributes.particleId ^ asuint(uniform_k);\n\t\t\t float tmp_dd = FixedRand(tmp_dc);\n\t\t\t
float3 tmp_de = float3(tmp_dd, tmp_dd, tmp_dd);\n\t\t\t float3 tmp_df =
tmp_de * uniform_ba;\n\t\t\t float3 tmp_dg = uniform_z + tmp_df;\n\t\t\t
float3 tmp_di = attributes.crumble ? tmp_dg : float3(0, 0, 0);\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, tmp_di, (float)1, uniform_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_dc = float3(attributes.angularVelocityX, attributes.angularVelocityY,
attributes.angularVelocityZ);\n\t\t\t float3 tmp_dd = attributes.crumble
? uniform_bb : tmp_dc;\n\t\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
tmp_dd);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dd = attributes.particleId ^
asuint(uniform_k);\n\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t
float tmp_dg = tmp_de * (float)0.299999952;\n\t\t\t float tmp_dh = (float)0.850000024
+ tmp_dg;\n\t\t\t float tmp_di = uniform_bc * tmp_dh;\n\t\t\t float tmp_dk
= attributes.crumble ? tmp_di : (float)0;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_h, FieldTransform_h,
tmp_dk, 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
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t float2 tmp_dg = float2(tmp_df, tmp_df);\n\t\t\t
float2 tmp_dh = float2(0, 163.199997) * tmp_dg;\n\t\t\t float tmp_dj = tmp_de[1];\n\t\t\t
float2 tmp_dk = float2(tmp_dj, tmp_dj);\n\t\t\t float2 tmp_dl = float2(0,
203.300003) * tmp_dk;\n\t\t\t float2 tmp_dm = tmp_dh + tmp_dl;\n\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t float tmp_do = SampleCurve(uniform_be,attributes.Male);\n\t\t\t
float tmp_dp = tmp_dm[1];\n\t\t\t float tmp_dq = tmp_dp - tmp_dn;\n\t\t\t
float tmp_dr = tmp_do * tmp_dq;\n\t\t\t float tmp_ds = tmp_dn + tmp_dr;\n\t\t\t
float tmp_dt = attributes.uv[0];\n\t\t\t bool tmp_dv = tmp_dt > (float)0.779999971;\n\t\t\t
float2 tmp_dy = float2(0, 180) * tmp_dg;\n\t\t\t float2 tmp_ea = float2(-4.13000011,
-134.699997) * tmp_dk;\n\t\t\t float2 tmp_eb = tmp_dy + tmp_ea;\n\t\t\t
float tmp_ec = tmp_eb[0];\n\t\t\t float tmp_ed = SampleCurve(uniform_bf,attributes.Male);\n\t\t\t
float tmp_ee = tmp_eb[1];\n\t\t\t float tmp_ef = tmp_ee - tmp_ec;\n\t\t\t
float tmp_eg = tmp_ed * tmp_ef;\n\t\t\t float tmp_eh = tmp_ec + tmp_eg;\n\t\t\t
float tmp_ei = (float)-1 * tmp_eh;\n\t\t\t float tmp_ej = tmp_dv ? tmp_ei
: tmp_eh;\n\t\t\t float2 tmp_el = float2(0, 161.600006) * tmp_dk;\n\t\t\t
float2 tmp_em = tmp_dy + tmp_el;\n\t\t\t float tmp_en = tmp_em[0];\n\t\t\t
float tmp_eo = SampleCurve(uniform_bg,attributes.Male);\n\t\t\t float tmp_ep
= tmp_em[1];\n\t\t\t float tmp_eq = tmp_ep - tmp_en;\n\t\t\t float tmp_er
= tmp_eo * tmp_eq;\n\t\t\t float tmp_es = tmp_en + tmp_er;\n\t\t\t float
tmp_et = (float)-1 * tmp_es;\n\t\t\t float tmp_eu = tmp_dv ? tmp_et : tmp_es;\n\t\t\t
float3 tmp_ev = float3(tmp_ds, tmp_ej, tmp_eu);\n\t\t\t SetAttribute_48A7BEFF(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ev);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bh),attributes.uv,(float)0);\n\t\t\t
float tmp_de = tmp_dd[0];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float
tmp_dg = tmp_dd[2];\n\t\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_dh);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bi),attributes.uv,(float)0);\n\t\t\t
float tmp_de = tmp_dd[0];\n\t\t\t float tmp_df = tmp_dd[1];\n\t\t\t float
tmp_dg = tmp_dd[2];\n\t\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_dh);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bi),attributes.uv,(float)0);\n\t\t\t
float tmp_de = tmp_dd[1];\n\t\t\t float4 tmp_df = SampleTexture(VFX_SAMPLER(texture_bh),attributes.uv,(float)0);\n\t\t\t
float tmp_dg = tmp_df[2];\n\t\t\t float tmp_dh = tmp_de * tmp_dg;\n\t\t\t
float tmp_di = tmp_dd[2];\n\t\t\t float tmp_dj = tmp_df[1];\n\t\t\t float
tmp_dk = tmp_di * tmp_dj;\n\t\t\t float tmp_dl = tmp_dh - tmp_dk;\n\t\t\t
float tmp_dm = tmp_df[0];\n\t\t\t float tmp_dn = tmp_di * tmp_dm;\n\t\t\t
float tmp_do = tmp_dd[0];\n\t\t\t float tmp_dp = tmp_do * tmp_dg;\n\t\t\t
float tmp_dq = tmp_dn - tmp_dp;\n\t\t\t float tmp_dr = tmp_do * tmp_dj;\n\t\t\t
float tmp_ds = tmp_de * tmp_dm;\n\t\t\t float tmp_dt = tmp_dr - tmp_ds;\n\t\t\t
float3 tmp_du = float3(tmp_dl, tmp_dq, tmp_dt);\n\t\t\t float tmp_dv = tmp_df[3];\n\t\t\t
float3 tmp_dw = float3(tmp_dv, tmp_dv, tmp_dv);\n\t\t\t float3 tmp_dx =
tmp_du * tmp_dw;\n\t\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ,
tmp_dx);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t float tmp_di = attributes.Male * (float)1.02999997;\n\t\t\t
float tmp_dj = (float)1 + tmp_di;\n\t\t\t float tmp_dk = tmp_dj - (float)1.15499997;\n\t\t\t
float tmp_dl = tmp_df * tmp_dk;\n\t\t\t float tmp_dm = (float)1.15499997
+ tmp_dl;\n\t\t\t float tmp_do = attributes.Male * (float)0.0900000036;\n\t\t\t
float tmp_dp = tmp_de[2];\n\t\t\t float tmp_dq = tmp_dp - (float)1;\n\t\t\t
float tmp_dr = ceil(tmp_dq);\n\t\t\t float tmp_ds = saturate(tmp_dr);\n\t\t\t
float tmp_du = attributes.Male * (float)3.0999999;\n\t\t\t float tmp_dv
= (float)1 + tmp_du;\n\t\t\t float tmp_dw = tmp_dv - tmp_do;\n\t\t\t
float tmp_dx = tmp_ds * tmp_dw;\n\t\t\t float tmp_dy = tmp_do + tmp_dx;\n\t\t\t
float tmp_dz = tmp_dm + tmp_dy;\n\t\t\t float tmp_eb = attributes.Male *
(float)-0.439999998;\n\t\t\t float tmp_ec = (float)1 + tmp_eb;\n\t\t\t
float tmp_ee = attributes.Male * (float)0.629999995;\n\t\t\t float tmp_ef
= (float)1 + tmp_ee;\n\t\t\t float tmp_eg = tmp_ef - tmp_ec;\n\t\t\t
float tmp_eh = tmp_df * tmp_eg;\n\t\t\t float tmp_ei = tmp_ec + tmp_eh;\n\t\t\t
float tmp_el = attributes.Male * (float)1.28999996;\n\t\t\t float tmp_em
= (float)1 + tmp_el;\n\t\t\t float tmp_en = tmp_em - (float)1.55499995;\n\t\t\t
float tmp_eo = tmp_df * tmp_en;\n\t\t\t float tmp_ep = (float)1.55499995
+ tmp_eo;\n\t\t\t float3 tmp_eq = float3(tmp_dz, tmp_ei, tmp_ep);\n\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_eq);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_de
= attributes.Male * (float)-0.49000001;\n\t\t\t float tmp_df = (float)1
+ tmp_de;\n\t\t\t float4 tmp_dh = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t\t
float tmp_di = tmp_dh[2];\n\t\t\t float tmp_dk = tmp_di - (float)0.219999999;\n\t\t\t
float tmp_dl = ceil(tmp_dk);\n\t\t\t float tmp_dm = saturate(tmp_dl);\n\t\t\t
float tmp_dn = (float)1 - tmp_dm;\n\t\t\t float tmp_dp = attributes.Male
* (float)-0.319999993;\n\t\t\t float tmp_dq = (float)1 + tmp_dp;\n\t\t\t
float tmp_dr = tmp_dq - tmp_df;\n\t\t\t float tmp_ds = tmp_dn * tmp_dr;\n\t\t\t
float tmp_dt = tmp_df + tmp_ds;\n\t\t\t float tmp_dv = attributes.Male *
(float)0.340000004;\n\t\t\t float tmp_dw = tmp_di - (float)1;\n\t\t\t
float tmp_dx = ceil(tmp_dw);\n\t\t\t float tmp_dy = saturate(tmp_dx);\n\t\t\t
float tmp_ea = attributes.Male * (float)-1.13;\n\t\t\t float tmp_eb = (float)1
+ tmp_ea;\n\t\t\t float tmp_ec = tmp_eb - tmp_dv;\n\t\t\t float tmp_ed
= tmp_dy * tmp_ec;\n\t\t\t float tmp_ee = tmp_dv + tmp_ed;\n\t\t\t float
tmp_ef = tmp_dt + tmp_ee;\n\t\t\t float4 tmp_eg = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t
float tmp_eh = tmp_eg[0];\n\t\t\t float tmp_ej = attributes.Male * (float)-0.449999988;\n\t\t\t
float tmp_ek = (float)1 + tmp_ej;\n\t\t\t float tmp_el = tmp_ef * tmp_ek;\n\t\t\t
float tmp_em = tmp_el - tmp_ef;\n\t\t\t float tmp_en = tmp_eh * tmp_em;\n\t\t\t
float tmp_eo = tmp_ef + tmp_en;\n\t\t\t float tmp_ep = tmp_eg[1];\n\t\t\t
float tmp_eq = tmp_eo * tmp_dq;\n\t\t\t float tmp_er = tmp_eq - tmp_eo;\n\t\t\t
float tmp_es = tmp_ep * tmp_er;\n\t\t\t float tmp_et = tmp_eo + tmp_es;\n\t\t\t
float tmp_ev = tmp_et * (float)0.0900000036;\n\t\t\t float tmp_ex = (float)12
+ attributes.Male;\n\t\t\t float tmp_ey = tmp_ev * tmp_ex;\n\t\t\t float
tmp_fa = tmp_eh * (float)-0.439999998;\n\t\t\t float tmp_fb = (float)1 +
tmp_fa;\n\t\t\t float tmp_fc = (float)1 - tmp_fb;\n\t\t\t float tmp_fd
= attributes.Male * tmp_fc;\n\t\t\t float tmp_fe = tmp_fb + tmp_fd;\n\t\t\t
float tmp_ff = tmp_ey * tmp_fe;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size,
tmp_ff);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dc = float3(attributes.Male,
attributes.Male, attributes.Male);\n\t\t\t float3 tmp_dd = tmp_dc * uniform_bl;\n\t\t\t
float3 tmp_de = uniform_bk + tmp_dd;\n\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_de);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_dd = attributes.Male
> (float)0.100000001;\n\t\t\t bool tmp_df = attributes.Male < (float)0.300000012;\n\t\t\t
bool tmp_dg = tmp_dd && tmp_df;\n\t\t\t float tmp_dj = tmp_dg ? (float)1
: (float)0;\n\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj, tmp_dj);\n\t\t\t
float tmp_dl = Rand(attributes.seed);\n\t\t\t float tmp_dn = tmp_dl * (float)0.5;\n\t\t\t
float tmp_do = Rand(attributes.seed);\n\t\t\t float tmp_dp = tmp_do * (float)0.5;\n\t\t\t
float tmp_dq = Rand(attributes.seed);\n\t\t\t float tmp_ds = tmp_dq * (float)2;\n\t\t\t
float3 tmp_dt = float3(tmp_dn, tmp_dp, tmp_ds);\n\t\t\t float3 tmp_du =
tmp_dk * tmp_dt;\n\t\t\t float3 tmp_dv = tmp_du + attributes.Emissive_Color;\n\t\t\t
float3 tmp_dx = max(tmp_dv, float3(0, 0, 0));\n\t\t\t float3 tmp_dz = min(tmp_dx,
float3(3, 3, 3));\n\t\t\t SetCustomAttribute_FED2634B( /*inout */attributes.Emissive_Color,
tmp_dz);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dd = attributes.Emissive_Color
* float3(0.800000012, 0.800000012, 0.800000012);\n\t\t\t float3 tmp_df =
max(tmp_dd, float3(0, 0, 0));\n\t\t\t float3 tmp_dh = min(tmp_df, float3(3,
3, 3));\n\t\t\t SetCustomAttribute_FED2634B( /*inout */attributes.Emissive_Color,
tmp_dh);\n\t\t\t}\n\t\t\t{\n\t\t\t SetCustomAttribute_C16C8189( /*inout
*/attributes.face_gold_wind, (float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t float4
tmp_de = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t float4 tmp_dh = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t\t
float tmp_di = tmp_dh[0];\n\t\t\t float tmp_dk = tmp_di * (float)-1;\n\t\t\t
float tmp_dl = (float)0.5 + tmp_dk;\n\t\t\t float tmp_dm = tmp_df + tmp_dl;\n\t\t\t
bool tmp_dn = uniform_bm > tmp_dm;\n\t\t\t bool tmp_do = uniform_bn < tmp_dm;\n\t\t\t
bool tmp_dp = tmp_dn && tmp_do;\n\t\t\t float tmp_dr = tmp_dp ? (float)1
: (float)0;\n\t\t\t float tmp_ds = max(tmp_dr, (float)0);\n\t\t\t float
tmp_dt = min(tmp_ds, (float)1);\n\t\t\t float tmp_dv = tmp_dt * (float)0.200000003;\n\t\t\t
float tmp_dw = (float)-0.100000001 + tmp_dv;\n\t\t\t float tmp_dx = attributes.face_gold_pattern
+ tmp_dw;\n\t\t\t float tmp_dy = max(tmp_dx, (float)0);\n\t\t\t float
tmp_dz = min(tmp_dy, (float)1);\n\t\t\t SetCustomAttribute_20889559( /*inout
*/attributes.face_gold_pattern, tmp_dz);\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 + 0x2100) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8403) << 2,asuint(attributes.shockwaveMask));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2103) << 2,asuint(attributes.shockwave));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8407) << 2,uint(attributes.collapseStarted));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2104) << 2,uint(attributes.crumble));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x8400) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8408) << 2,asuint(attributes.angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8409) << 2,asuint(attributes.angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x840A) << 2,asuint(attributes.angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE700) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE701) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE702) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC0) << 2,asuint(attributes.axisX));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC4) << 2,asuint(attributes.axisY));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC8) << 2,asuint(attributes.axisZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x162C3) << 2,asuint(attributes.scaleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x162C4) << 2,asuint(attributes.scaleY));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x162C5) << 2,asuint(attributes.scaleZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x162C6) << 2,asuint(attributes.size));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x162C0) << 2,asuint(attributes.color));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x8404) << 2,asuint(attributes.Emissive_Color));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2105) << 2,asuint(attributes.face_gold_wind));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x2106) << 2,asuint(attributes.face_gold_pattern));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x840B) << 2,asuint(attributes.seed));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n#if
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x2100) << 2));\n\t\tattributes.shockwaveMask
= asfloat(attributeBuffer.Load((index * 0xC + 0x8403) << 2));\n\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\tattributes.collapseStarted
= (attributeBuffer.Load((index * 0xC + 0x8407) << 2));\n\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8400) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index
* 0xC + 0x8408) << 2));\n\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8409) << 2));\n\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x840A) << 2));\n\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\tattributes.Emissive_Color = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8404) << 2));\n\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\tattributes.Male = (float)0;\n\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x840B) << 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_dd = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t
float tmp_de = tmp_dd[0];\n\t\t float tmp_df = tmp_dd[1];\n\t\t float
tmp_dg = tmp_dd[2];\n\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t
float3 tmp_di = attributes.position - tmp_dh;\n\t\t float3 tmp_dj = tmp_di
* tmp_di;\n\t\t float tmp_dk = tmp_dj[2];\n\t\t float tmp_dl = tmp_dj[1];\n\t\t
float tmp_dm = tmp_dk + tmp_dl;\n\t\t float tmp_dn = tmp_dj[0];\n\t\t
float tmp_do = tmp_dm + tmp_dn;\n\t\t float tmp_dq = pow(tmp_do, (float)0.5);\n\t\t
float tmp_dr = max(tmp_dq, uniform_d);\n\t\t float tmp_ds = min(tmp_dr,
uniform_e);\n\t\t float tmp_dt = tmp_ds - uniform_d;\n\t\t float tmp_du
= tmp_dt / uniform_f;\n\t\t float tmp_dv = tmp_du * uniform_g;\n\t\t
float tmp_dw = uniform_b + tmp_dv;\n\t\t float tmp_dx = uniform_a * tmp_dw;\n\t\t
float tmp_dy = tmp_dx * uniform_h;\n\t\t uint tmp_ea = attributes.particleId
^ asuint(uniform_k);\n\t\t float tmp_eb = FixedRand(tmp_ea);\n\t\t float
tmp_ec = tmp_eb * uniform_l;\n\t\t float tmp_ed = uniform_j + tmp_ec;\n\t\t
float tmp_ee = attributes.uv[0];\n\t\t float tmp_ef = uniform_m + tmp_ee;\n\t\t
float tmp_eg = attributes.uv[1];\n\t\t float tmp_eh = uniform_n + tmp_eg;\n\t\t
float2 tmp_ei = float2(tmp_ef, tmp_eh);\n\t\t float3 tmp_ek = GeneratePerlinNoise(tmp_ei,
uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t float tmp_el = tmp_ek[0];\n\t\t
float tmp_en = tmp_el - (float)-1;\n\t\t float tmp_ep = tmp_en / (float)2;\n\t\t
float tmp_eq = max(tmp_ep, uniform_p);\n\t\t float tmp_er = min(tmp_eq,
uniform_q);\n\t\t float tmp_es = tmp_er - uniform_p;\n\t\t float tmp_et
= tmp_es / uniform_r;\n\t\t float tmp_eu = tmp_eb * uniform_t;\n\t\t
float tmp_ev = uniform_s + tmp_eu;\n\t\t float tmp_ew = tmp_ev - tmp_ed;\n\t\t
float tmp_ex = tmp_et * tmp_ew;\n\t\t float tmp_ey = tmp_ed + tmp_ex;\n\t\t
float tmp_ez = tmp_ey - (float)1;\n\t\t float tmp_fa = uniform_i * tmp_ez;\n\t\t
float tmp_fb = (float)1 + tmp_fa;\n\t\t float tmp_fc = tmp_dy * tmp_fb;\n\t\t
float tmp_fd = saturate(tmp_fc);\n\t\t float3 tmp_fe = float3(tmp_fd, tmp_fd,
tmp_fd);\n\t\t float3 tmp_ff = tmp_dh - attributes.position;\n\t\t float3
tmp_fg = tmp_fe * tmp_ff;\n\t\t float3 tmp_fh = attributes.position + tmp_fg;\n\t\t
float3 tmp_fi = attributes.crumble ? attributes.position : tmp_fh;\n\t\t
SetAttribute_CAC29747( /*inout */attributes.position, tmp_fi);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dc = attributes.position - uniform_u;\n\t\t float3 tmp_dd = tmp_dc
* tmp_dc;\n\t\t float tmp_de = tmp_dd[2];\n\t\t float tmp_df = tmp_dd[1];\n\t\t
float tmp_dg = tmp_de + tmp_df;\n\t\t float tmp_dh = tmp_dd[0];\n\t\t
float tmp_di = tmp_dg + tmp_dh;\n\t\t float tmp_dk = pow(tmp_di, (float)0.5);\n\t\t
float tmp_dm = max(tmp_dk, (float)0.99000001);\n\t\t float tmp_do = min(tmp_dm,
(float)84);\n\t\t float tmp_dp = tmp_do - (float)0.99000001;\n\t\t float
tmp_dr = tmp_dp / (float)83.0100021;\n\t\t float tmp_dt = tmp_dr * (float)100;\n\t\t
SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_dt);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dc = attributes.position - uniform_u;\n\t\t float3 tmp_dd = tmp_dc
* tmp_dc;\n\t\t float tmp_de = tmp_dd[2];\n\t\t float tmp_df = tmp_dd[1];\n\t\t
float tmp_dg = tmp_de + tmp_df;\n\t\t float tmp_dh = tmp_dd[0];\n\t\t
float tmp_di = tmp_dg + tmp_dh;\n\t\t float tmp_dk = pow(tmp_di, (float)0.5);\n\t\t
float tmp_dm = max(tmp_dk, (float)0.99000001);\n\t\t float tmp_do = min(tmp_dm,
(float)84);\n\t\t float tmp_dp = tmp_do - (float)0.99000001;\n\t\t float
tmp_dr = tmp_dp / (float)83.0100021;\n\t\t float tmp_dt = tmp_dr * (float)100;\n\t\t
bool tmp_du = !attributes.collapseStarted;\n\t\t float tmp_dw = tmp_du ?
uniform_w : (float)1;\n\t\t float tmp_dy = max(tmp_dw, (float)0);\n\t\t
float tmp_dz = min(tmp_dy, (float)1);\n\t\t float tmp_eb = tmp_dz * (float)60;\n\t\t
float tmp_ec = tmp_eb + (float)1;\n\t\t bool tmp_ed = tmp_dt < tmp_ec;\n\t\t
float tmp_ee = tmp_eb - (float)1;\n\t\t bool tmp_ef = tmp_dt > tmp_ee;\n\t\t
bool tmp_eg = tmp_ed && tmp_ef;\n\t\t float tmp_ei = attributes.shockwave
+ (float)0.25;\n\t\t float tmp_ek = attributes.shockwave - (float)0.0250000004;\n\t\t
float tmp_el = tmp_eg ? tmp_ei : tmp_ek;\n\t\t float tmp_em = max(tmp_el,
(float)0);\n\t\t float tmp_en = min(tmp_em, (float)1);\n\t\t float tmp_eo
= (bool)asuint(uniform_v) ? tmp_en : (float)0;\n\t\t SetCustomAttribute_89FC86F5(
/*inout */attributes.shockwave, tmp_eo);\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_dc = !attributes.collapseStarted;\n\t\t float tmp_de = tmp_dc ?
uniform_x : (float)1;\n\t\t float tmp_dg = max(tmp_de, (float)0);\n\t\t
float tmp_dh = min(tmp_dg, (float)1);\n\t\t float tmp_dj = tmp_dh * (float)60;\n\t\t
bool tmp_dk = tmp_dj > attributes.shockwaveMask;\n\t\t float tmp_dl = tmp_dc
? uniform_y : (float)1;\n\t\t float tmp_dn = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_dp = min(tmp_dn, (float)100);\n\t\t float
tmp_dq = tmp_dp / (float)100;\n\t\t float tmp_ds = tmp_dq * (float)-0.5;\n\t\t
float tmp_dt = (float)0.5 + tmp_ds;\n\t\t float tmp_du = tmp_dl + tmp_dt;\n\t\t
float tmp_dv = max(tmp_du, (float)0);\n\t\t float tmp_dw = min(tmp_dv, (float)1);\n\t\t
float3 tmp_ea = 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_eb = tmp_ea[0];\n\t\t
float tmp_ed = tmp_eb - (float)-1;\n\t\t float tmp_ef = tmp_ed / (float)2;\n\t\t
float tmp_eh = tmp_ef * (float)5;\n\t\t float tmp_ei = (float)-2 + tmp_eh;\n\t\t
float tmp_ej = max(tmp_ei, (float)0);\n\t\t float tmp_ek = min(tmp_ej, (float)1);\n\t\t
float tmp_el = (float)1 - tmp_dw;\n\t\t float tmp_em = tmp_ek * tmp_el;\n\t\t
float tmp_en = tmp_dw + tmp_em;\n\t\t float tmp_eo = max(tmp_en, (float)0);\n\t\t
float tmp_ep = min(tmp_eo, (float)1);\n\t\t float tmp_eq = tmp_dk ? tmp_ep
: (float)0;\n\t\t float tmp_es = tmp_eq - (float)0.800000012;\n\t\t float
tmp_et = ceil(tmp_es);\n\t\t float tmp_eu = saturate(tmp_et);\n\t\t bool
tmp_ev = tmp_eu > (float)0.800000012;\n\t\t bool tmp_ex = tmp_ev ? (bool)true
: attributes.crumble;\n\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble,
tmp_ex);\n\t\t}\n\t\t{\n\t\t uint tmp_dc = attributes.particleId ^ asuint(uniform_k);\n\t\t
float tmp_dd = FixedRand(tmp_dc);\n\t\t float3 tmp_de = float3(tmp_dd, tmp_dd,
tmp_dd);\n\t\t float3 tmp_df = tmp_de * uniform_ba;\n\t\t float3 tmp_dg
= uniform_z + tmp_df;\n\t\t float3 tmp_di = attributes.crumble ? tmp_dg
: float3(0, 0, 0);\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_di, (float)1, uniform_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_dc = float3(attributes.angularVelocityX,
attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t float3
tmp_dd = attributes.crumble ? uniform_bb : tmp_dc;\n\t\t SetAttribute_FA9588B7(
/*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY,
/*inout */attributes.angularVelocityZ, tmp_dd);\n\t\t}\n\t\t{\n\t\t uint
tmp_dd = attributes.particleId ^ asuint(uniform_k);\n\t\t float tmp_de =
FixedRand(tmp_dd);\n\t\t float tmp_dg = tmp_de * (float)0.299999952;\n\t\t
float tmp_dh = (float)0.850000024 + tmp_dg;\n\t\t float tmp_di = uniform_bc
* tmp_dh;\n\t\t float tmp_dk = attributes.crumble ? tmp_di : (float)0;\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_h, FieldTransform_h, tmp_dk, Drag_h, frequency_h, asint(octaves_h),
roughness_h, (float)2, uniform_a);\n\t\t}\n\t\t{\n\t\t float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t
float tmp_df = tmp_de[0];\n\t\t float2 tmp_dg = float2(tmp_df, tmp_df);\n\t\t
float2 tmp_dh = float2(0, 163.199997) * tmp_dg;\n\t\t float tmp_dj = tmp_de[1];\n\t\t
float2 tmp_dk = float2(tmp_dj, tmp_dj);\n\t\t float2 tmp_dl = float2(0,
203.300003) * tmp_dk;\n\t\t float2 tmp_dm = tmp_dh + tmp_dl;\n\t\t float
tmp_dn = tmp_dm[0];\n\t\t float tmp_do = SampleCurve(uniform_be,attributes.Male);\n\t\t
float tmp_dp = tmp_dm[1];\n\t\t float tmp_dq = tmp_dp - tmp_dn;\n\t\t
float tmp_dr = tmp_do * tmp_dq;\n\t\t float tmp_ds = tmp_dn + tmp_dr;\n\t\t
float tmp_dt = attributes.uv[0];\n\t\t bool tmp_dv = tmp_dt > (float)0.779999971;\n\t\t
float2 tmp_dy = float2(0, 180) * tmp_dg;\n\t\t float2 tmp_ea = float2(-4.13000011,
-134.699997) * tmp_dk;\n\t\t float2 tmp_eb = tmp_dy + tmp_ea;\n\t\t float
tmp_ec = tmp_eb[0];\n\t\t float tmp_ed = SampleCurve(uniform_bf,attributes.Male);\n\t\t
float tmp_ee = tmp_eb[1];\n\t\t float tmp_ef = tmp_ee - tmp_ec;\n\t\t
float tmp_eg = tmp_ed * tmp_ef;\n\t\t float tmp_eh = tmp_ec + tmp_eg;\n\t\t
float tmp_ei = (float)-1 * tmp_eh;\n\t\t float tmp_ej = tmp_dv ? tmp_ei
: tmp_eh;\n\t\t float2 tmp_el = float2(0, 161.600006) * tmp_dk;\n\t\t
float2 tmp_em = tmp_dy + tmp_el;\n\t\t float tmp_en = tmp_em[0];\n\t\t
float tmp_eo = SampleCurve(uniform_bg,attributes.Male);\n\t\t float tmp_ep
= tmp_em[1];\n\t\t float tmp_eq = tmp_ep - tmp_en;\n\t\t float tmp_er
= tmp_eo * tmp_eq;\n\t\t float tmp_es = tmp_en + tmp_er;\n\t\t float
tmp_et = (float)-1 * tmp_es;\n\t\t float tmp_eu = tmp_dv ? tmp_et : tmp_es;\n\t\t
float3 tmp_ev = float3(tmp_ds, tmp_ej, tmp_eu);\n\t\t SetAttribute_48A7BEFF(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ev);\n\t\t}\n\t\t{\n\t\t float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bh),attributes.uv,(float)0);\n\t\t
float tmp_de = tmp_dd[0];\n\t\t float tmp_df = tmp_dd[1];\n\t\t float
tmp_dg = tmp_dd[2];\n\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_dh);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bi),attributes.uv,(float)0);\n\t\t
float tmp_de = tmp_dd[0];\n\t\t float tmp_df = tmp_dd[1];\n\t\t float
tmp_dg = tmp_dd[2];\n\t\t float3 tmp_dh = float3(tmp_de, tmp_df, tmp_dg);\n\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_dh);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_bi),attributes.uv,(float)0);\n\t\t
float tmp_de = tmp_dd[1];\n\t\t float4 tmp_df = SampleTexture(VFX_SAMPLER(texture_bh),attributes.uv,(float)0);\n\t\t
float tmp_dg = tmp_df[2];\n\t\t float tmp_dh = tmp_de * tmp_dg;\n\t\t
float tmp_di = tmp_dd[2];\n\t\t float tmp_dj = tmp_df[1];\n\t\t float
tmp_dk = tmp_di * tmp_dj;\n\t\t float tmp_dl = tmp_dh - tmp_dk;\n\t\t
float tmp_dm = tmp_df[0];\n\t\t float tmp_dn = tmp_di * tmp_dm;\n\t\t
float tmp_do = tmp_dd[0];\n\t\t float tmp_dp = tmp_do * tmp_dg;\n\t\t
float tmp_dq = tmp_dn - tmp_dp;\n\t\t float tmp_dr = tmp_do * tmp_dj;\n\t\t
float tmp_ds = tmp_de * tmp_dm;\n\t\t float tmp_dt = tmp_dr - tmp_ds;\n\t\t
float3 tmp_du = float3(tmp_dl, tmp_dq, tmp_dt);\n\t\t float tmp_dv = tmp_df[3];\n\t\t
float3 tmp_dw = float3(tmp_dv, tmp_dv, tmp_dv);\n\t\t float3 tmp_dx = tmp_du
* tmp_dw;\n\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_dx);\n\t\t}\n\t\t{\n\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t
float tmp_df = tmp_de[0];\n\t\t float tmp_di = attributes.Male * (float)1.02999997;\n\t\t
float tmp_dj = (float)1 + tmp_di;\n\t\t float tmp_dk = tmp_dj - (float)1.15499997;\n\t\t
float tmp_dl = tmp_df * tmp_dk;\n\t\t float tmp_dm = (float)1.15499997 +
tmp_dl;\n\t\t float tmp_do = attributes.Male * (float)0.0900000036;\n\t\t
float tmp_dp = tmp_de[2];\n\t\t float tmp_dq = tmp_dp - (float)1;\n\t\t
float tmp_dr = ceil(tmp_dq);\n\t\t float tmp_ds = saturate(tmp_dr);\n\t\t
float tmp_du = attributes.Male * (float)3.0999999;\n\t\t float tmp_dv =
(float)1 + tmp_du;\n\t\t float tmp_dw = tmp_dv - tmp_do;\n\t\t float
tmp_dx = tmp_ds * tmp_dw;\n\t\t float tmp_dy = tmp_do + tmp_dx;\n\t\t
float tmp_dz = tmp_dm + tmp_dy;\n\t\t float tmp_eb = attributes.Male * (float)-0.439999998;\n\t\t
float tmp_ec = (float)1 + tmp_eb;\n\t\t float tmp_ee = attributes.Male *
(float)0.629999995;\n\t\t float tmp_ef = (float)1 + tmp_ee;\n\t\t float
tmp_eg = tmp_ef - tmp_ec;\n\t\t float tmp_eh = tmp_df * tmp_eg;\n\t\t
float tmp_ei = tmp_ec + tmp_eh;\n\t\t float tmp_el = attributes.Male * (float)1.28999996;\n\t\t
float tmp_em = (float)1 + tmp_el;\n\t\t float tmp_en = tmp_em - (float)1.55499995;\n\t\t
float tmp_eo = tmp_df * tmp_en;\n\t\t float tmp_ep = (float)1.55499995 +
tmp_eo;\n\t\t float3 tmp_eq = float3(tmp_dz, tmp_ei, tmp_ep);\n\t\t SetAttribute_D5151642(
/*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_eq);\n\t\t}\n\t\t{\n\t\t float tmp_de = attributes.Male * (float)-0.49000001;\n\t\t
float tmp_df = (float)1 + tmp_de;\n\t\t float4 tmp_dh = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t
float tmp_di = tmp_dh[2];\n\t\t float tmp_dk = tmp_di - (float)0.219999999;\n\t\t
float tmp_dl = ceil(tmp_dk);\n\t\t float tmp_dm = saturate(tmp_dl);\n\t\t
float tmp_dn = (float)1 - tmp_dm;\n\t\t float tmp_dp = attributes.Male *
(float)-0.319999993;\n\t\t float tmp_dq = (float)1 + tmp_dp;\n\t\t float
tmp_dr = tmp_dq - tmp_df;\n\t\t float tmp_ds = tmp_dn * tmp_dr;\n\t\t
float tmp_dt = tmp_df + tmp_ds;\n\t\t float tmp_dv = attributes.Male * (float)0.340000004;\n\t\t
float tmp_dw = tmp_di - (float)1;\n\t\t float tmp_dx = ceil(tmp_dw);\n\t\t
float tmp_dy = saturate(tmp_dx);\n\t\t float tmp_ea = attributes.Male *
(float)-1.13;\n\t\t float tmp_eb = (float)1 + tmp_ea;\n\t\t float tmp_ec
= tmp_eb - tmp_dv;\n\t\t float tmp_ed = tmp_dy * tmp_ec;\n\t\t float
tmp_ee = tmp_dv + tmp_ed;\n\t\t float tmp_ef = tmp_dt + tmp_ee;\n\t\t
float4 tmp_eg = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t
float tmp_eh = tmp_eg[0];\n\t\t float tmp_ej = attributes.Male * (float)-0.449999988;\n\t\t
float tmp_ek = (float)1 + tmp_ej;\n\t\t float tmp_el = tmp_ef * tmp_ek;\n\t\t
float tmp_em = tmp_el - tmp_ef;\n\t\t float tmp_en = tmp_eh * tmp_em;\n\t\t
float tmp_eo = tmp_ef + tmp_en;\n\t\t float tmp_ep = tmp_eg[1];\n\t\t
float tmp_eq = tmp_eo * tmp_dq;\n\t\t float tmp_er = tmp_eq - tmp_eo;\n\t\t
float tmp_es = tmp_ep * tmp_er;\n\t\t float tmp_et = tmp_eo + tmp_es;\n\t\t
float tmp_ev = tmp_et * (float)0.0900000036;\n\t\t float tmp_ex = (float)12
+ attributes.Male;\n\t\t float tmp_ey = tmp_ev * tmp_ex;\n\t\t float
tmp_fa = tmp_eh * (float)-0.439999998;\n\t\t float tmp_fb = (float)1 + tmp_fa;\n\t\t
float tmp_fc = (float)1 - tmp_fb;\n\t\t float tmp_fd = attributes.Male *
tmp_fc;\n\t\t float tmp_fe = tmp_fb + tmp_fd;\n\t\t float tmp_ff = tmp_ey
* tmp_fe;\n\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_ff);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dc = float3(attributes.Male, attributes.Male, attributes.Male);\n\t\t
float3 tmp_dd = tmp_dc * uniform_bl;\n\t\t float3 tmp_de = uniform_bk +
tmp_dd;\n\t\t SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_de);\n\t\t}\n\t\t{\n\t\t
bool tmp_dd = attributes.Male > (float)0.100000001;\n\t\t bool tmp_df =
attributes.Male < (float)0.300000012;\n\t\t bool tmp_dg = tmp_dd && tmp_df;\n\t\t
float tmp_dj = tmp_dg ? (float)1 : (float)0;\n\t\t float3 tmp_dk = float3(tmp_dj,
tmp_dj, tmp_dj);\n\t\t float tmp_dl = Rand(attributes.seed);\n\t\t float
tmp_dn = tmp_dl * (float)0.5;\n\t\t float tmp_do = Rand(attributes.seed);\n\t\t
float tmp_dp = tmp_do * (float)0.5;\n\t\t float tmp_dq = Rand(attributes.seed);\n\t\t
float tmp_ds = tmp_dq * (float)2;\n\t\t float3 tmp_dt = float3(tmp_dn, tmp_dp,
tmp_ds);\n\t\t float3 tmp_du = tmp_dk * tmp_dt;\n\t\t float3 tmp_dv =
tmp_du + attributes.Emissive_Color;\n\t\t float3 tmp_dx = max(tmp_dv, float3(0,
0, 0));\n\t\t float3 tmp_dz = min(tmp_dx, float3(3, 3, 3));\n\t\t SetCustomAttribute_FED2634B(
/*inout */attributes.Emissive_Color, tmp_dz);\n\t\t}\n\t\t{\n\t\t float3
tmp_dd = attributes.Emissive_Color * float3(0.800000012, 0.800000012, 0.800000012);\n\t\t
float3 tmp_df = max(tmp_dd, float3(0, 0, 0));\n\t\t float3 tmp_dh = min(tmp_df,
float3(3, 3, 3));\n\t\t SetCustomAttribute_FED2634B( /*inout */attributes.Emissive_Color,
tmp_dh);\n\t\t}\n\t\t{\n\t\t SetCustomAttribute_C16C8189( /*inout */attributes.face_gold_wind,
(float)0);\n\t\t}\n\t\t{\n\t\t float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t
float tmp_df = tmp_de[0];\n\t\t float4 tmp_dh = SampleTexture(VFX_SAMPLER(texture_bj),attributes.uv,(float)0);\n\t\t
float tmp_di = tmp_dh[0];\n\t\t float tmp_dk = tmp_di * (float)-1;\n\t\t
float tmp_dl = (float)0.5 + tmp_dk;\n\t\t float tmp_dm = tmp_df + tmp_dl;\n\t\t
bool tmp_dn = uniform_bm > tmp_dm;\n\t\t bool tmp_do = uniform_bn < tmp_dm;\n\t\t
bool tmp_dp = tmp_dn && tmp_do;\n\t\t float tmp_dr = tmp_dp ? (float)1 :
(float)0;\n\t\t float tmp_ds = max(tmp_dr, (float)0);\n\t\t float tmp_dt
= min(tmp_ds, (float)1);\n\t\t float tmp_dv = tmp_dt * (float)0.200000003;\n\t\t
float tmp_dw = (float)-0.100000001 + tmp_dv;\n\t\t float tmp_dx = attributes.face_gold_pattern
+ tmp_dw;\n\t\t float tmp_dy = max(tmp_dx, (float)0);\n\t\t float tmp_dz
= min(tmp_dy, (float)1);\n\t\t SetCustomAttribute_20889559( /*inout */attributes.face_gold_pattern,
tmp_dz);\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 + 0x2100) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8403) << 2,asuint(attributes.shockwaveMask));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x2103) << 2,asuint(attributes.shockwave));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8407) << 2,uint(attributes.collapseStarted));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x2104) << 2,uint(attributes.crumble));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x8400) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8408) << 2,asuint(attributes.angularVelocityX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8409) << 2,asuint(attributes.angularVelocityY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x840A) << 2,asuint(attributes.angularVelocityZ));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE700) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE701) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE702) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC0) << 2,asuint(attributes.axisX));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC4) << 2,asuint(attributes.axisY));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xFFC8) << 2,asuint(attributes.axisZ));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x162C3) << 2,asuint(attributes.scaleX));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x162C4) << 2,asuint(attributes.scaleY));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x162C5) << 2,asuint(attributes.scaleZ));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x162C6) << 2,asuint(attributes.size));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x162C0) << 2,asuint(attributes.color));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x8404) << 2,asuint(attributes.Emissive_Color));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x2105) << 2,asuint(attributes.face_gold_wind));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x2106) << 2,asuint(attributes.face_gold_pattern));\n\t\tattributeBuffer.Store((index
* 0xC + 0x840B) << 2,asuint(attributes.seed));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_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_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_AXISY_CURRENT
1\n#define VFX_USE_AXISZ_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_SIZE_CURRENT
1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_EMISSIVE_COLOR_CURRENT
1\n#define VFX_USE_FACE_GOLD_WIND_CURRENT 1\n#define VFX_USE_FACE_GOLD_PATTERN_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_SEED_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_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 angleX;\n float
angleY;\n float angleZ;\n float3 axisX;\n float3 axisY;\n float3
axisZ;\n float scaleX;\n float scaleY;\n float scaleZ;\n float
size;\n float3 color;\n float3 Emissive_Color;\n float face_gold_wind;\n
float face_gold_pattern;\n uint particleId;\n uint seed;\n float pivotX;\n
float pivotY;\n float pivotZ;\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<uint>
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<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> 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.angleX = (float)0;\n attributes.angleY
= (float)0;\n attributes.angleZ = (float)0;\n attributes.axisX
= float3(1, 0, 0);\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ
= float3(0, 0, 1);\n attributes.scaleX = (float)1;\n attributes.scaleY
= (float)1;\n attributes.scaleZ = (float)1;\n attributes.size
= (float)0.100000001;\n attributes.color = float3(1, 1, 1);\n
attributes.Emissive_Color = float3(0, 0, 0);\n attributes.face_gold_wind
= (float)0;\n attributes.face_gold_pattern = (float)0;\n attributes.particleId
= (uint)0;\n attributes.seed = (uint)0;\n attributes.pivotX =
(float)0;\n attributes.pivotY = (float)0;\n attributes.pivotZ
= (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId
= particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n attributes.seed
= WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\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_bm = attributes.spawnIndex
/ asuint(uniform_b);\n uint tmp_bn = tmp_bm * asuint(uniform_b);\n
uint tmp_bo = attributes.spawnIndex - tmp_bn;\n float tmp_bp = (float)tmp_bo;\n
float tmp_bq = (float)tmp_bm;\n float3 tmp_bs = float3(tmp_bp, tmp_bq,
(float)0);\n float4 tmp_bt = LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bs);\n
float tmp_bu = tmp_bt[0];\n float tmp_bv = tmp_bt[1];\n
float2 tmp_bw = float2(tmp_bu, tmp_bv);\n SetCustomAttribute_7A428F3A(
/*inout */attributes.uv, tmp_bw);\n }\n {\n uint tmp_bm
= attributes.spawnIndex / asuint(uniform_b);\n uint tmp_bn = tmp_bm
* asuint(uniform_b);\n uint tmp_bo = attributes.spawnIndex - tmp_bn;\n
float tmp_bp = (float)tmp_bo;\n float tmp_bq = (float)tmp_bm;\n
float3 tmp_bs = float3(tmp_bp, tmp_bq, (float)0);\n float4 tmp_bt
= LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bs);\n float tmp_bu
= tmp_bt[0];\n float tmp_bv = tmp_bt[1];\n float2 tmp_bw
= float2(tmp_bu, tmp_bv);\n float4 tmp_bx = SampleTexture(VFX_SAMPLER(texture_d),tmp_bw,(float)0);\n
float tmp_by = tmp_bx[0];\n float tmp_bz = tmp_bx[1];\n
float tmp_ca = tmp_bx[2];\n float3 tmp_cb = float3(tmp_by, tmp_bz,
tmp_ca);\n float3 tmp_cc = mul(uniform_c, float4(tmp_cb, 1.0)).xyz;\n
SetAttribute_CAC29747( /*inout */attributes.position, tmp_cc);\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 + 0x2100) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x4 + 0x6300) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0xC + 0x8403) << 2,asuint(attributes.shockwaveMask));\n
attributeBuffer.Store((index * 0x8 + 0x2103) << 2,asuint(attributes.shockwave));\n
attributeBuffer.Store((index * 0xC + 0x8407) << 2,uint(attributes.collapseStarted));\n
attributeBuffer.Store((index * 0x8 + 0x2104) << 2,uint(attributes.crumble));\n
attributeBuffer.Store3((index * 0xC + 0x8400) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0xC + 0x8408) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0xC + 0x8409) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0xC + 0x840A) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x3 + 0xE700) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0x3 + 0xE701) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0x3 + 0xE702) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store3((index * 0xC + 0xFFC0) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0xFFC4) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0xFFC8) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0x8 + 0x162C3) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x8 + 0x162C4) << 2,asuint(attributes.scaleY));\n
attributeBuffer.Store((index * 0x8 + 0x162C5) << 2,asuint(attributes.scaleZ));\n
attributeBuffer.Store((index * 0x8 + 0x162C6) << 2,asuint(attributes.size));\n
attributeBuffer.Store3((index * 0x8 + 0x162C0) << 2,asuint(attributes.color));\n
attributeBuffer.Store3((index * 0xC + 0x8404) << 2,asuint(attributes.Emissive_Color));\n
attributeBuffer.Store((index * 0x8 + 0x2105) << 2,asuint(attributes.face_gold_wind));\n
attributeBuffer.Store((index * 0x8 + 0x2106) << 2,asuint(attributes.face_gold_pattern));\n
attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0xC + 0x840B) << 2,asuint(attributes.seed));\n
attributeBuffer.Store((index * 0x4 + 0x6301) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0x4 + 0x6302) << 2,asuint(attributes.pivotY));\n
attributeBuffer.Store((index * 0x4 + 0x6303) << 2,asuint(attributes.pivotZ));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 0
name: '[System 1]Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Face_Details/System 1/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_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_AXISY_CURRENT 1\n\t\t#define
VFX_USE_AXISZ_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_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_FACE_GOLD_WIND_CURRENT
1\n\t\t#define VFX_USE_FACE_GOLD_PATTERN_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_MALE_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_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 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_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_c;\n\t\t float4 uniform_v;\n\t\t float3 Color_e;\n\t\t
float uniform_b;\n\t\t float3 uniform_n;\n\t\t float uniform_d;\n\t\t
float uniform_e;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t
float uniform_h;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t
float uniform_k;\n\t\t float uniform_l;\n\t\t float uniform_m;\n\t\t
float uniform_o;\n\t\t float uniform_p;\n\t\t float uniform_q;\n\t\t
float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t
float uniform_u;\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 angleX;\n\t\t float angleY;\n\t\t float
angleZ;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float
size;\n\t\t float3 color;\n\t\t float face_gold_wind;\n\t\t float
face_gold_pattern;\n\t\t uint particleId;\n\t\t float Male;\n\t\t
float alpha;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D texture_a;\n\t\tSamplerState
samplertexture_a;\n\t\tfloat4 texture_a_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\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<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> 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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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\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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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\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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t
scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t scaleZ = Scale.z;\n\t\t\t}\n\t\t\tvoid
SetAttribute_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_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_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_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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6300) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern = asfloat(attributeBuffer.Load((index
* 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\n\t\t\t\t\t\tattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\n\t\t\t\t\t\tattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6301) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6302) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6303) << 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\t{\n\t\t\t\t
float tmp_cp = attributes.face_gold_pattern * (float)0.0149999997;\n\t\t\t\t
float tmp_cr = attributes.face_gold_wind * (float)0.00999999978;\n\t\t\t\t
float tmp_cs = tmp_cp + tmp_cr;\n\t\t\t\t float3 tmp_ct = float3((float)0,
tmp_cs, (float)0);\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_ct);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cn = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.face_gold_wind, attributes.face_gold_wind,
attributes.face_gold_wind);\n\t\t\t\t float tmp_cq = attributes.angleX +
(float)-15;\n\t\t\t\t float tmp_cr = attributes.uv[0];\n\t\t\t\t bool
tmp_ct = tmp_cr > (float)0.779999971;\n\t\t\t\t float tmp_cw = tmp_ct ?
(float)90 : (float)-90;\n\t\t\t\t float tmp_cx = attributes.angleY + tmp_cw;\n\t\t\t\t
float3 tmp_cy = float3(tmp_cq, tmp_cx, attributes.angleZ);\n\t\t\t\t float3
tmp_cz = tmp_cy - tmp_cn;\n\t\t\t\t float3 tmp_da = tmp_co * tmp_cz;\n\t\t\t\t
float3 tmp_db = tmp_cn + tmp_da;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_db);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
float3(1, 1, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = (float)30 * tmp_cq;\n\t\t\t\t
float tmp_ct = tmp_cr * (float)0.200000003;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ct);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t\t{\n\t\t\t\t float4 tmp_co
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_cp = tmp_co[2];\n\t\t\t\t bool tmp_cq = tmp_cp > (float)0;\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
uint tmp_co = attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float
tmp_cp = FixedRand(tmp_co);\n\t\t\t\t float tmp_cq = tmp_cp * uniform_k;\n\t\t\t\t
float tmp_cr = uniform_i + tmp_cq;\n\t\t\t\t float tmp_cs = attributes.uv[0];\n\t\t\t\t
float tmp_ct = uniform_l + tmp_cs;\n\t\t\t\t float tmp_cu = attributes.uv[1];\n\t\t\t\t
float tmp_cv = uniform_m + tmp_cu;\n\t\t\t\t float2 tmp_cw = float2(tmp_ct,
tmp_cv);\n\t\t\t\t float3 tmp_cy = GeneratePerlinNoise(tmp_cw, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t
float tmp_db = tmp_cz - (float)-1;\n\t\t\t\t float tmp_dd = tmp_db / (float)2;\n\t\t\t\t
float tmp_de = max(tmp_dd, uniform_o);\n\t\t\t\t float tmp_df = min(tmp_de,
uniform_p);\n\t\t\t\t float tmp_dg = tmp_df - uniform_o;\n\t\t\t\t float
tmp_dh = tmp_dg / uniform_q;\n\t\t\t\t float tmp_di = tmp_cp * uniform_s;\n\t\t\t\t
float tmp_dj = uniform_r + tmp_di;\n\t\t\t\t float tmp_dk = tmp_dj - tmp_cr;\n\t\t\t\t
float tmp_dl = tmp_dh * tmp_dk;\n\t\t\t\t float tmp_dm = tmp_cr + tmp_dl;\n\t\t\t\t
float tmp_do = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_dp = (bool)asuint(uniform_u) ? tmp_do : (float)0;\n\t\t\t\t float tmp_dq
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_dp;\n\t\t\t\t float
tmp_dr = (bool)asuint(uniform_h) ? tmp_dm : tmp_dq;\n\t\t\t\t float tmp_ds
= (bool)asuint(uniform_g) ? (float)0 : tmp_dr;\n\t\t\t\t float tmp_dt =
(bool)asuint(uniform_e) ? uniform_f : tmp_ds;\n\t\t\t\t float tmp_du = (bool)asuint(uniform_d)
? attributes.Male : tmp_dt;\n\t\t\t\t float tmp_dv = (bool)asuint(uniform_b)
? (float)0 : tmp_du;\n\t\t\t\t float4 tmp_dw = float4(tmp_dv, tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float4 tmp_dx = tmp_dw * uniform_v;\n\t\t\t\t float4
tmp_dy = uniform_c + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy[0];\n\t\t\t\t
float tmp_ea = tmp_dy[1];\n\t\t\t\t float tmp_eb = tmp_dy[2];\n\t\t\t\t
float3 tmp_ec = float3(tmp_dz, tmp_ea, tmp_eb);\n\t\t\t\t float3 tmp_ed
= (bool)asuint(uniform_b) ? attributes.color : tmp_ec;\n\t\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_ed);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cn = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_co = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_cq = tmp_cn + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cr
= tmp_cq - tmp_cn;\n\t\t\t\t float3 tmp_cs = tmp_co * tmp_cr;\n\t\t\t\t
float3 tmp_ct = tmp_cn + tmp_cs;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ct);\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_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_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_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_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_FACE_GOLD_WIND_CURRENT
1\n#define VFX_USE_FACE_GOLD_PATTERN_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_MALE_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_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_c;\n float4 uniform_v;\n float3 Color_e;\n float uniform_b;\n
float3 uniform_n;\n float uniform_d;\n float uniform_e;\n float uniform_f;\n
float uniform_g;\n float uniform_h;\n float uniform_i;\n float uniform_j;\n
float uniform_k;\n float uniform_l;\n float uniform_m;\n float uniform_o;\n
float uniform_p;\n float uniform_q;\n float uniform_r;\n float uniform_s;\n
float uniform_t;\n float uniform_u;\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 angleX;\n float angleY;\n float angleZ;\n float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float scaleX;\n float scaleY;\n
float scaleZ;\n float size;\n float3 color;\n float face_gold_wind;\n
float face_gold_pattern;\n uint particleId;\n float Male;\n float
alpha;\n float pivotX;\n float pivotY;\n float pivotZ;\n};\n\nstruct
SourceAttributes\n{\n};\n\nTexture2D texture_a;\nSamplerState samplertexture_a;\nfloat4
texture_a_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\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<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
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_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_D5151642(inout
float scaleX, inout float scaleY, inout float scaleZ, float3 Scale) /*attribute:scale
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n scaleX
= Scale.x;\n scaleY = Scale.y;\n scaleZ = Scale.z;\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_FDD06EC7(inout
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n color = Color;\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_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 * 0x4 + 0x6300) << 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 + 0x2100) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2103) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x2104) << 2));\nattributes.angleX =
asfloat(attributeBuffer.Load((index * 0x3 + 0xE700) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE701) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE702) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC0) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC4) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xFFC8) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C3) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C4) << 2));\nattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C5) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x8 + 0x162C6) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x162C0) << 2));\nattributes.face_gold_wind
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2105) << 2));\nattributes.face_gold_pattern
= asfloat(attributeBuffer.Load((index * 0x8 + 0x2106) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.Male = (float)0;\nattributes.alpha
= (float)1;\nattributes.pivotX = asfloat(attributeBuffer.Load((index * 0x4
+ 0x6301) << 2));\nattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6302) << 2));\nattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6303) << 2));\n\n\r\n\t\t\t{\n\t\t\t float tmp_cr = attributes.face_gold_pattern
* (float)0.0149999997;\n\t\t\t float tmp_ct = attributes.face_gold_wind
* (float)0.00999999978;\n\t\t\t float tmp_cu = tmp_cr + tmp_ct;\n\t\t\t
float3 tmp_cv = float3((float)0, tmp_cu, (float)0);\n\t\t\t SetAttribute_65DEC940(
/*inout */attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cv);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cp = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t float3 tmp_cq = float3(attributes.face_gold_wind,
attributes.face_gold_wind, attributes.face_gold_wind);\n\t\t\t float tmp_cs
= attributes.angleX + (float)-15;\n\t\t\t float tmp_ct = attributes.uv[0];\n\t\t\t
bool tmp_cv = tmp_ct > (float)0.779999971;\n\t\t\t float tmp_cy = tmp_cv
? (float)90 : (float)-90;\n\t\t\t float tmp_cz = attributes.angleY + tmp_cy;\n\t\t\t
float3 tmp_da = float3(tmp_cs, tmp_cz, attributes.angleZ);\n\t\t\t float3
tmp_db = tmp_da - tmp_cp;\n\t\t\t float3 tmp_dc = tmp_cq * tmp_db;\n\t\t\t
float3 tmp_dd = tmp_cp + tmp_dc;\n\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dd);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_D5151642( /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_cs = tmp_cr[2];\n\t\t\t float tmp_ct = (float)30 * tmp_cs;\n\t\t\t
float tmp_cv = tmp_ct * (float)0.200000003;\n\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cv);\n\t\t\t}\n\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_e);\n\t\t\t{\n\t\t\t float4 tmp_cq = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_cr = tmp_cq[2];\n\t\t\t bool tmp_cs = tmp_cr > (float)0;\n\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_cs);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_cq = attributes.particleId ^ asuint(uniform_j);\n\t\t\t float tmp_cr
= FixedRand(tmp_cq);\n\t\t\t float tmp_cs = tmp_cr * uniform_k;\n\t\t\t
float tmp_ct = uniform_i + tmp_cs;\n\t\t\t float tmp_cu = attributes.uv[0];\n\t\t\t
float tmp_cv = uniform_l + tmp_cu;\n\t\t\t float tmp_cw = attributes.uv[1];\n\t\t\t
float tmp_cx = uniform_m + tmp_cw;\n\t\t\t float2 tmp_cy = float2(tmp_cv,
tmp_cx);\n\t\t\t float3 tmp_da = GeneratePerlinNoise(tmp_cy, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t float tmp_db = tmp_da[0];\n\t\t\t
float tmp_dd = tmp_db - (float)-1;\n\t\t\t float tmp_df = tmp_dd / (float)2;\n\t\t\t
float tmp_dg = max(tmp_df, uniform_o);\n\t\t\t float tmp_dh = min(tmp_dg,
uniform_p);\n\t\t\t float tmp_di = tmp_dh - uniform_o;\n\t\t\t float
tmp_dj = tmp_di / uniform_q;\n\t\t\t float tmp_dk = tmp_cr * uniform_s;\n\t\t\t
float tmp_dl = uniform_r + tmp_dk;\n\t\t\t float tmp_dm = tmp_dl - tmp_ct;\n\t\t\t
float tmp_dn = tmp_dj * tmp_dm;\n\t\t\t float tmp_do = tmp_ct + tmp_dn;\n\t\t\t
float tmp_dq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_dr
= (bool)asuint(uniform_u) ? tmp_dq : (float)0;\n\t\t\t float tmp_ds = (bool)asuint(uniform_t)
? attributes.shockwave : tmp_dr;\n\t\t\t float tmp_dt = (bool)asuint(uniform_h)
? tmp_do : tmp_ds;\n\t\t\t float tmp_du = (bool)asuint(uniform_g) ? (float)0
: tmp_dt;\n\t\t\t float tmp_dv = (bool)asuint(uniform_e) ? uniform_f : tmp_du;\n\t\t\t
float tmp_dw = (bool)asuint(uniform_d) ? attributes.Male : tmp_dv;\n\t\t\t
float tmp_dx = (bool)asuint(uniform_b) ? (float)0 : tmp_dw;\n\t\t\t float4
tmp_dy = float4(tmp_dx, tmp_dx, tmp_dx, tmp_dx);\n\t\t\t float4 tmp_dz =
tmp_dy * uniform_v;\n\t\t\t float4 tmp_ea = uniform_c + tmp_dz;\n\t\t\t
float tmp_eb = tmp_ea[0];\n\t\t\t float tmp_ec = tmp_ea[1];\n\t\t\t float
tmp_ed = tmp_ea[2];\n\t\t\t float3 tmp_ee = float3(tmp_eb, tmp_ec, tmp_ed);\n\t\t\t
float3 tmp_ef = (bool)asuint(uniform_b) ? attributes.color : tmp_ee;\n\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ef);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_cp = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float3 tmp_cq = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t
float3 tmp_cs = tmp_cp + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_ct
= tmp_cs - tmp_cp;\n\t\t\t float3 tmp_cu = tmp_cq * tmp_ct;\n\t\t\t float3
tmp_cv = tmp_cp + tmp_cu;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cv);\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"
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