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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maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
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attributes.uv = float2(0, 0);\n attributes.position = float3(0, 0, 0);\n
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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
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uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
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float tmp_bp = (float)tmp_bl;\n float3 tmp_br = float3(tmp_bo, tmp_bp,
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float tmp_bt = tmp_bs[0];\n float tmp_bu = tmp_bs[1];\n
float2 tmp_bv = float2(tmp_bt, tmp_bu);\n SetCustomAttribute_7A428F3A(
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float tmp_bx = tmp_bw[0];\n float tmp_by = tmp_bw[1];\n
float tmp_bz = tmp_bw[2];\n float3 tmp_ca = float3(tmp_bx, tmp_by,
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attributeBuffer.Store((index * 0x8 + 0xCA243) << 2,asuint(attributes.shockwaveMask));\n
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attributeBuffer.Store((index * 0x8 + 0xCA244) << 2,uint(attributes.collapseStarted));\n
attributeBuffer.Store((index * 0x4 + 0x129441) << 2,uint(attributes.crumble));\n
attributeBuffer.Store3((index * 0x8 + 0xCA240) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x8 + 0xCA245) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x8 + 0xCA246) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x8 + 0xCA247) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x1 + 0x158D40) << 2,asuint(attributes.bodyAnim));\n
attributeBuffer.Store((index * 0x4 + 0x129442) << 2,asuint(attributes.bodyAnimNoise));\n
attributeBuffer.Store((index * 0x4 + 0x129443) << 2,asuint(attributes.Male));\n
attributeBuffer.Store((index * 0xC + 0x2F903) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0xC + 0x2F904) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0xC + 0x2F905) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store3((index * 0xC + 0x164B80) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x164B84) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x164B88) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0xC + 0x2F906) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0xC + 0x2F907) << 2,asuint(attributes.pivotY));\n
attributeBuffer.Store((index * 0xC + 0x2F908) << 2,asuint(attributes.pivotZ));\n
attributeBuffer.Store((index * 0xC + 0x2F909) << 2,asuint(attributes.size));\n
attributeBuffer.Store3((index * 0x4 + 0x1F3680) << 2,asuint(attributes.color));\n
attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x3 + 0x222F80) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x3 + 0x222F81) << 2,asuint(attributes.scaleY));\n
attributeBuffer.Store((index * 0x3 + 0x222F82) << 2,asuint(attributes.scaleZ));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[Body]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT
1\n#define VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_BODYANIM_CURRENT
1\n#define VFX_USE_BODYANIMNOISE_CURRENT 1\n#define VFX_USE_MALE_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_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT
1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 InvFieldTransform_g;\n float4x4 FieldTransform_g;\n float4 uniform_bu;\n
float4 uniform_bv;\n float4 uniform_bw;\n float3 uniform_a;\n float
uniform_b;\n float3 uniform_f;\n float uniform_c;\n float3 uniform_h;\n
float uniform_d;\n float3 uniform_i;\n float uniform_e;\n float3 uniform_r;\n
float uniform_g;\n float3 uniform_bi;\n float deltaTime_e;\n float3
Color_r;\n float uniform_j;\n float Drag_g;\n float frequency_g;\n
float octaves_g;\n float roughness_g;\n float uniform_k;\n float uniform_m;\n
float uniform_n;\n float uniform_o;\n float uniform_p;\n float uniform_q;\n
float uniform_s;\n float uniform_t;\n float uniform_u;\n float uniform_v;\n
float uniform_w;\n float uniform_y;\n float uniform_z;\n float uniform_ba;\n
float uniform_bb;\n float uniform_bc;\n float uniform_bd;\n float
uniform_be;\n float uniform_bf;\n float uniform_bg;\n float uniform_bh;\n
float uniform_bj;\n float uniform_bk;\n float uniform_bl;\n float
uniform_bm;\n float uniform_bn;\n float uniform_bo;\n float uniform_bp;\n
float uniform_br;\n float uniform_bs;\n float uniform_bt;\n float
uniform_bz;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n float3
position;\n float shockwaveMask;\n float shockwave;\n bool collapseStarted;\n
bool crumble;\n float3 velocity;\n float mass;\n float angularVelocityX;\n
float angularVelocityY;\n float angularVelocityZ;\n float bodyAnim;\n
float bodyAnimNoise;\n float Male;\n float angleX;\n float angleY;\n
float angleZ;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n
float pivotX;\n float pivotY;\n float pivotZ;\n float size;\n float3
color;\n uint eventCount;\n uint particleId;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_l;\nSamplerState samplertexture_l;\nfloat4 texture_l_TexelSize;\n\nTexture2D
texture_x;\nSamplerState samplertexture_x;\nfloat4 texture_x_TexelSize;\n\nTexture2D
texture_bq;\nSamplerState samplertexture_bq;\nfloat4 texture_bq_TexelSize;\n\nTexture2D
texture_bx;\nSamplerState samplertexture_bx;\nfloat4 texture_bx_TexelSize;\n\nTexture2D
texture_by;\nSamplerState samplertexture_by;\nfloat4 texture_by_TexelSize;\n\nAppendStructuredBuffer<uint>
eventListOut_a;\nAppendStructuredBuffer<uint> eventListOut_b;\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetCustomAttribute_20372A25(inout float shockwaveMask, float _ShockwaveMask)
/*attribute:shockwaveMask Composition:Overwrite Random:Off AttributeType:Float
*/\n{\n shockwaveMask = _ShockwaveMask;\n}\nvoid SetCustomAttribute_89FC86F5(inout
float shockwave, float _Shockwave) /*attribute:shockwave Composition:Overwrite
Random:Off AttributeType:Float */\n{\n shockwave = _Shockwave;\n}\nvoid
SetCustomAttribute_1E758396(inout bool collapseStarted, bool _CollapseStarted)
/*attribute:collapseStarted Composition:Overwrite Random:Off AttributeType:Bool
*/\n{\n collapseStarted = _CollapseStarted;\n}\nvoid SetCustomAttribute_43E96CEE(inout
bool crumble, bool _Crumble) /*attribute:crumble Composition:Overwrite Random:Off
AttributeType:Bool */\n{\n crumble = _Crumble;\n}\nvoid Force_1(inout float3
velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative
*/\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime /
mass);\n}\nvoid SetAttribute_FA9588B7(inout float angularVelocityX, inout float
angularVelocityY, inout float angularVelocityZ, float3 AngularVelocity) /*attribute:angularVelocity
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angularVelocityX
= AngularVelocity.x;\n angularVelocityY = AngularVelocity.y;\n angularVelocityZ
= AngularVelocity.z;\n}\nvoid Turbulence_18D(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, int octaves, float roughness,
float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n
float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid SetCustomAttribute_330F1557(inout float bodyAnim, float _BodyAnim)
/*attribute:bodyAnim Composition:Overwrite Random:Off AttributeType:Float */\n{\n
bodyAnim = _BodyAnim;\n}\nvoid SetCustomAttribute_45512BE9(inout float bodyAnimNoise,
float _BodyAnimNoise) /*attribute:bodyAnimNoise Composition:Overwrite Random:Off
AttributeType:Float */\n{\n bodyAnimNoise = _BodyAnimNoise;\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
SetCustomAttribute_A2FB643D(inout float Male, float _Male) /*attribute:Male
Composition:Overwrite Random:Off AttributeType:Float */\n{\n Male = _Male;\n}\nvoid
SetAttribute_48A7BEFF(inout float angleX, inout float angleY, inout float angleZ,
float3 Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n{\n angleX = Angle.x;\n angleY = Angle.y;\n angleZ
= Angle.z;\n}\nvoid SetAttribute_37D0764D(inout float3 axisX, float3 AxisX)
/*attribute:axisX Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n axisX = AxisX;\n}\nvoid SetAttribute_6F3308BC(inout float3 axisY,
float3 AxisY) /*attribute:axisY Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n{\n axisY = AxisY;\n}\nvoid SetAttribute_C90B516B(inout
float3 axisZ, float3 AxisZ) /*attribute:axisZ Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n axisZ = AxisZ;\n}\nvoid SetAttribute_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_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_39EE3455(inout
float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
channels:XYZ */\n{\n size *= Size;\n}\nvoid GPUEventAlways(inout uint eventCount,
uint count)\n{\n eventCount = count;\n}\nvoid EulerIntegration(inout float3
position, float3 velocity, float deltaTime)\n{\n position += velocity *
deltaTime;\n}\nvoid AngularEulerIntegration(inout float angleX, float angularVelocityX,
inout float angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ,
float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n
\n angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ
* deltaTime;\n \n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif
(attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x2F900) << 2));\n\t\t\tattributes.shockwaveMask = asfloat(attributeBuffer.Load((index
* 0x8 + 0xCA243) << 2));\n\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\tattributes.collapseStarted = (attributeBuffer.Load((index
* 0x8 + 0xCA244) << 2));\n\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0xCA240) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x8 + 0xCA245) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x8 + 0xCA246) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0xCA247) << 2));\n\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\tattributes.eventCount
= (uint)0;\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount_b = 0u;\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\n\r\n\r\n// Initialize
built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float3 tmp_dp = attributes.position - uniform_a;\n\t\t\t float3 tmp_dq =
tmp_dp * tmp_dp;\n\t\t\t float tmp_dr = tmp_dq[2];\n\t\t\t float tmp_ds
= tmp_dq[1];\n\t\t\t float tmp_dt = tmp_dr + tmp_ds;\n\t\t\t float tmp_du
= tmp_dq[0];\n\t\t\t float tmp_dv = tmp_dt + tmp_du;\n\t\t\t float tmp_dx
= pow(tmp_dv, (float)0.5);\n\t\t\t float tmp_dz = max(tmp_dx, (float)0.99000001);\n\t\t\t
float tmp_eb = min(tmp_dz, (float)84);\n\t\t\t float tmp_ec = tmp_eb - (float)0.99000001;\n\t\t\t
float tmp_ee = tmp_ec / (float)83.0100021;\n\t\t\t float tmp_eg = tmp_ee
* (float)100;\n\t\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask,
tmp_eg);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dp = attributes.position -
uniform_a;\n\t\t\t float3 tmp_dq = tmp_dp * tmp_dp;\n\t\t\t float tmp_dr
= tmp_dq[2];\n\t\t\t float tmp_ds = tmp_dq[1];\n\t\t\t float tmp_dt =
tmp_dr + tmp_ds;\n\t\t\t float tmp_du = tmp_dq[0];\n\t\t\t float tmp_dv
= tmp_dt + tmp_du;\n\t\t\t float tmp_dx = pow(tmp_dv, (float)0.5);\n\t\t\t
float tmp_dz = max(tmp_dx, (float)0.99000001);\n\t\t\t float tmp_eb = min(tmp_dz,
(float)84);\n\t\t\t float tmp_ec = tmp_eb - (float)0.99000001;\n\t\t\t
float tmp_ee = tmp_ec / (float)83.0100021;\n\t\t\t float tmp_eg = tmp_ee
* (float)100;\n\t\t\t bool tmp_eh = !attributes.collapseStarted;\n\t\t\t
float tmp_ej = tmp_eh ? uniform_c : (float)1;\n\t\t\t float tmp_el = max(tmp_ej,
(float)0);\n\t\t\t float tmp_em = min(tmp_el, (float)1);\n\t\t\t float
tmp_eo = tmp_em * (float)60;\n\t\t\t float tmp_ep = tmp_eo + (float)1;\n\t\t\t
bool tmp_eq = tmp_eg < tmp_ep;\n\t\t\t float tmp_er = tmp_eo - (float)1;\n\t\t\t
bool tmp_es = tmp_eg > tmp_er;\n\t\t\t bool tmp_et = tmp_eq && tmp_es;\n\t\t\t
float tmp_ev = attributes.shockwave + (float)0.25;\n\t\t\t float tmp_ex
= attributes.shockwave - (float)0.0250000004;\n\t\t\t float tmp_ey = tmp_et
? tmp_ev : tmp_ex;\n\t\t\t float tmp_ez = max(tmp_ey, (float)0);\n\t\t\t
float tmp_fa = min(tmp_ez, (float)1);\n\t\t\t float tmp_fb = (bool)asuint(uniform_b)
? tmp_fa : (float)0;\n\t\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave,
tmp_fb);\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_dp = !attributes.collapseStarted;\n\t\t\t float tmp_dr = tmp_dp ? uniform_d
: (float)1;\n\t\t\t float tmp_dt = max(tmp_dr, (float)0);\n\t\t\t float
tmp_du = min(tmp_dt, (float)1);\n\t\t\t float tmp_dw = tmp_du * (float)60;\n\t\t\t
bool tmp_dx = tmp_dw > attributes.shockwaveMask;\n\t\t\t float tmp_dy =
tmp_dp ? uniform_e : (float)1;\n\t\t\t float tmp_ea = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_ec = min(tmp_ea, (float)100);\n\t\t\t float
tmp_ed = tmp_ec / (float)100;\n\t\t\t float tmp_ef = tmp_ed * (float)-0.5;\n\t\t\t
float tmp_eg = (float)0.5 + tmp_ef;\n\t\t\t float tmp_eh = tmp_dy + tmp_eg;\n\t\t\t
float tmp_ei = max(tmp_eh, (float)0);\n\t\t\t float tmp_ej = min(tmp_ei,
(float)1);\n\t\t\t float3 tmp_en = 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_eo = tmp_en[0];\n\t\t\t float tmp_eq = tmp_eo - (float)-1;\n\t\t\t
float tmp_es = tmp_eq / (float)2;\n\t\t\t float tmp_eu = tmp_es * (float)5;\n\t\t\t
float tmp_ev = (float)-2 + tmp_eu;\n\t\t\t float tmp_ew = max(tmp_ev, (float)0);\n\t\t\t
float tmp_ex = min(tmp_ew, (float)1);\n\t\t\t float tmp_ey = (float)1 -
tmp_ej;\n\t\t\t float tmp_ez = tmp_ex * tmp_ey;\n\t\t\t float tmp_fa
= tmp_ej + tmp_ez;\n\t\t\t float tmp_fb = max(tmp_fa, (float)0);\n\t\t\t
float tmp_fc = min(tmp_fb, (float)1);\n\t\t\t float tmp_fd = tmp_dx ? tmp_fc
: (float)0;\n\t\t\t float tmp_ff = tmp_fd - (float)0.800000012;\n\t\t\t
float tmp_fg = ceil(tmp_ff);\n\t\t\t float tmp_fh = saturate(tmp_fg);\n\t\t\t
bool tmp_fi = tmp_fh > (float)0.800000012;\n\t\t\t bool tmp_fk = tmp_fi
? (bool)true : attributes.crumble;\n\t\t\t SetCustomAttribute_43E96CEE(
/*inout */attributes.crumble, tmp_fk);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dp
= attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_dq = FixedRand(tmp_dp);\n\t\t\t
float3 tmp_dr = float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t float3 tmp_ds =
tmp_dr * uniform_h;\n\t\t\t float3 tmp_dt = uniform_f + tmp_ds;\n\t\t\t
float3 tmp_dv = attributes.crumble ? tmp_dt : float3(0, 0, 0);\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, tmp_dv, (float)1, deltaTime_e);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_dp = float3(attributes.angularVelocityX, attributes.angularVelocityY,
attributes.angularVelocityZ);\n\t\t\t float3 tmp_dq = attributes.crumble
? uniform_i : tmp_dp;\n\t\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
tmp_dq);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dq = attributes.particleId ^
asuint(uniform_g);\n\t\t\t float tmp_dr = FixedRand(tmp_dq);\n\t\t\t
float tmp_dt = tmp_dr * (float)0.299999952;\n\t\t\t float tmp_du = (float)0.850000024
+ tmp_dt;\n\t\t\t float tmp_dv = uniform_j * tmp_du;\n\t\t\t float tmp_dx
= attributes.crumble ? tmp_dv : (float)0;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_g, FieldTransform_g,
tmp_dx, Drag_g, frequency_g, asint(octaves_g), roughness_g, (float)2, deltaTime_e);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dr = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t\t
float tmp_ds = tmp_dr[3];\n\t\t\t float tmp_dt = (float)1 - tmp_ds;\n\t\t\t
float tmp_du = uniform_k - 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 float tmp_dx = attributes.bodyAnim
+ tmp_dw;\n\t\t\t float tmp_dz = uniform_m - tmp_dt;\n\t\t\t float tmp_ea
= max(tmp_dz, (float)0);\n\t\t\t float tmp_eb = min(tmp_ea, (float)1);\n\t\t\t
float tmp_ec = (float)-1 * tmp_eb;\n\t\t\t float tmp_ed = tmp_dx + tmp_ec;\n\t\t\t
float tmp_ee = tmp_ed * uniform_n;\n\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t
float tmp_eg = min(tmp_ef, (float)1);\n\t\t\t SetCustomAttribute_330F1557(
/*inout */attributes.bodyAnim, tmp_eg);\n\t\t\t}\n\t\t\t{\n\t\t\t float
tmp_dq = attributes.uv[0];\n\t\t\t float tmp_dr = tmp_dq - (float)0.5;\n\t\t\t
float tmp_ds = tmp_dr * uniform_p;\n\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t
float tmp_du = tmp_dt - (float)0.5;\n\t\t\t float tmp_dv = tmp_du * uniform_q;\n\t\t\t
float tmp_dw = tmp_ds - tmp_dv;\n\t\t\t float tmp_dx = (float)0.5 + tmp_dw;\n\t\t\t
float tmp_dy = tmp_dr * uniform_q;\n\t\t\t float tmp_dz = tmp_du * uniform_p;\n\t\t\t
float tmp_ea = tmp_dy + tmp_dz;\n\t\t\t float tmp_eb = (float)0.5 + tmp_ea;\n\t\t\t
float2 tmp_ec = float2(tmp_dx, tmp_eb);\n\t\t\t float3 tmp_ed = GeneratePerlinNoise(tmp_ec,
uniform_r.x, asint(uniform_s), uniform_r.y, uniform_r.z);\n\t\t\t float
tmp_ee = tmp_ed[0];\n\t\t\t float tmp_eg = tmp_ee - (float)-1;\n\t\t\t
float tmp_ei = tmp_eg / (float)2;\n\t\t\t float tmp_ek = max(tmp_ei, (float)0);\n\t\t\t
float tmp_em = min(tmp_ek, (float)1);\n\t\t\t float tmp_en = tmp_em * uniform_t;\n\t\t\t
float tmp_eo = uniform_o + tmp_en;\n\t\t\t float tmp_ep = tmp_eo + attributes.bodyAnimNoise;\n\t\t\t
float tmp_eq = tmp_ep * uniform_u;\n\t\t\t float tmp_er = pow(tmp_ep, uniform_v);\n\t\t\t
float tmp_es = tmp_eq - tmp_er;\n\t\t\t float tmp_et = max(tmp_es, (float)0);\n\t\t\t
float tmp_eu = min(tmp_et, (float)1);\n\t\t\t SetCustomAttribute_45512BE9(
/*inout */attributes.bodyAnimNoise, tmp_eu);\n\t\t\t}\n\t\t\t{\n\t\t\t float4
tmp_dq = SampleTexture(VFX_SAMPLER(texture_x),attributes.uv,(float)0);\n\t\t\t
float tmp_dr = tmp_dq[0];\n\t\t\t float tmp_ds = tmp_dq[1];\n\t\t\t float
tmp_dt = tmp_dq[2];\n\t\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t\t
float3 tmp_dv = attributes.position - tmp_du;\n\t\t\t float3 tmp_dw = tmp_dv
* tmp_dv;\n\t\t\t float tmp_dx = tmp_dw[2];\n\t\t\t float tmp_dy = tmp_dw[1];\n\t\t\t
float tmp_dz = tmp_dx + tmp_dy;\n\t\t\t float tmp_ea = tmp_dw[0];\n\t\t\t
float tmp_eb = tmp_dz + tmp_ea;\n\t\t\t float tmp_ed = pow(tmp_eb, (float)0.5);\n\t\t\t
float tmp_ee = max(tmp_ed, uniform_y);\n\t\t\t float tmp_ef = min(tmp_ee,
uniform_z);\n\t\t\t float tmp_eg = tmp_ef - uniform_y;\n\t\t\t float
tmp_eh = tmp_eg / uniform_ba;\n\t\t\t float tmp_ei = tmp_eh * uniform_bb;\n\t\t\t
float tmp_ej = uniform_w + tmp_ei;\n\t\t\t float tmp_ek = deltaTime_e *
tmp_ej;\n\t\t\t float tmp_el = tmp_ek * uniform_bc;\n\t\t\t uint tmp_en
= attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_eo = FixedRand(tmp_en);\n\t\t\t
float tmp_ep = tmp_eo * uniform_bf;\n\t\t\t float tmp_eq = uniform_be +
tmp_ep;\n\t\t\t float tmp_er = attributes.uv[0];\n\t\t\t float tmp_es
= uniform_bg + tmp_er;\n\t\t\t float tmp_et = attributes.uv[1];\n\t\t\t
float tmp_eu = uniform_bh + tmp_et;\n\t\t\t float2 tmp_ev = float2(tmp_es,
tmp_eu);\n\t\t\t float3 tmp_ex = GeneratePerlinNoise(tmp_ev, uniform_bi.x,
(int)2, uniform_bi.y, uniform_bi.z);\n\t\t\t float tmp_ey = tmp_ex[0];\n\t\t\t
float tmp_fa = tmp_ey - (float)-1;\n\t\t\t float tmp_fc = tmp_fa / (float)2;\n\t\t\t
float tmp_fd = max(tmp_fc, uniform_bj);\n\t\t\t float tmp_fe = min(tmp_fd,
uniform_bk);\n\t\t\t float tmp_ff = tmp_fe - uniform_bj;\n\t\t\t float
tmp_fg = tmp_ff / uniform_bl;\n\t\t\t float tmp_fh = tmp_eo * uniform_bn;\n\t\t\t
float tmp_fi = uniform_bm + tmp_fh;\n\t\t\t float tmp_fj = tmp_fi - tmp_eq;\n\t\t\t
float tmp_fk = tmp_fg * tmp_fj;\n\t\t\t float tmp_fl = tmp_eq + tmp_fk;\n\t\t\t
float tmp_fm = tmp_fl - (float)1;\n\t\t\t float tmp_fn = uniform_bd * tmp_fm;\n\t\t\t
float tmp_fo = (float)1 + tmp_fn;\n\t\t\t float tmp_fp = tmp_el * tmp_fo;\n\t\t\t
float tmp_fq = saturate(tmp_fp);\n\t\t\t float3 tmp_fr = float3(tmp_fq,
tmp_fq, tmp_fq);\n\t\t\t float3 tmp_fs = tmp_du - attributes.position;\n\t\t\t
float3 tmp_ft = tmp_fr * tmp_fs;\n\t\t\t float3 tmp_fu = attributes.position
+ tmp_ft;\n\t\t\t float3 tmp_fv = attributes.crumble ? attributes.position
: tmp_fu;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position,
tmp_fv);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_dr = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_ds = tmp_dr[0];\n\t\t\t float4 tmp_dt = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t\t
float tmp_du = tmp_dt[2];\n\t\t\t float tmp_dv = tmp_ds * tmp_du;\n\t\t\t
float tmp_dx = pow(tmp_dv, (float)0.5);\n\t\t\t float tmp_dy = uniform_bp
* tmp_dx;\n\t\t\t float tmp_dz = tmp_dt[3];\n\t\t\t float tmp_ea = uniform_br
* tmp_dz;\n\t\t\t float tmp_eb = tmp_dy + tmp_ea;\n\t\t\t float tmp_ec
= tmp_dx + uniform_bs;\n\t\t\t float tmp_ed = tmp_eb + tmp_ec;\n\t\t\t
float tmp_ee = (float)1 - tmp_ed;\n\t\t\t float tmp_ef = (bool)asuint(uniform_bo)
? tmp_ee : tmp_ed;\n\t\t\t float tmp_eg = max(tmp_ef, (float)0);\n\t\t\t
float tmp_eh = min(tmp_eg, (float)1);\n\t\t\t float tmp_ei = uniform_bt
* attributes.bodyAnimNoise;\n\t\t\t float tmp_ej = (float)1 - tmp_eh;\n\t\t\t
float tmp_ek = tmp_ei * tmp_ej;\n\t\t\t float tmp_el = tmp_eh + tmp_ek;\n\t\t\t
SetCustomAttribute_A2FB643D( /*inout */attributes.Male, tmp_el);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_dp = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t
float tmp_dr = float2(0, 0)[0];\n\t\t\t float tmp_ds = SampleCurve(uniform_bu,attributes.Male);\n\t\t\t
float tmp_dt = float2(0, 0)[1];\n\t\t\t float tmp_du = tmp_dt - tmp_dr;\n\t\t\t
float tmp_dv = tmp_ds * tmp_du;\n\t\t\t float tmp_dw = tmp_dr + tmp_dv;\n\t\t\t
float tmp_dx = attributes.uv[0];\n\t\t\t bool tmp_dz = tmp_dx > (float)0.504999995;\n\t\t\t
float tmp_eb = SampleCurve(uniform_bv,attributes.Male);\n\t\t\t float tmp_ec
= tmp_eb * tmp_du;\n\t\t\t float tmp_ed = tmp_dr + tmp_ec;\n\t\t\t float
tmp_ee = (float)-1 * tmp_ed;\n\t\t\t float tmp_ef = tmp_dz ? tmp_ee : tmp_ed;\n\t\t\t
float4 tmp_ei = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_ej = tmp_ei[1];\n\t\t\t float2 tmp_ek = float2(tmp_ej, tmp_ej);\n\t\t\t
float2 tmp_el = float2(23.0400009, 0) * tmp_ek;\n\t\t\t float tmp_en = tmp_ei[2];\n\t\t\t
float2 tmp_eo = float2(tmp_en, tmp_en);\n\t\t\t float2 tmp_ep = float2(-16.6599998,
0) * tmp_eo;\n\t\t\t float2 tmp_eq = tmp_el + tmp_ep;\n\t\t\t float tmp_er
= tmp_eq[0];\n\t\t\t float tmp_es = SampleCurve(uniform_bw,attributes.Male);\n\t\t\t
float tmp_et = tmp_eq[1];\n\t\t\t float tmp_eu = tmp_et - tmp_er;\n\t\t\t
float tmp_ev = tmp_es * tmp_eu;\n\t\t\t float tmp_ew = tmp_er + tmp_ev;\n\t\t\t
float tmp_ex = (float)-1 * tmp_ew;\n\t\t\t float tmp_ey = tmp_dz ? tmp_ex
: tmp_ew;\n\t\t\t float3 tmp_ez = float3(tmp_dw, tmp_ef, tmp_ey);\n\t\t\t
float3 tmp_fa = attributes.crumble ? tmp_dp : tmp_ez;\n\t\t\t SetAttribute_48A7BEFF(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_fa);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_bx),attributes.uv,(float)0);\n\t\t\t
float tmp_dr = tmp_dq[0];\n\t\t\t float tmp_ds = tmp_dq[1];\n\t\t\t float
tmp_dt = tmp_dq[2];\n\t\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_du);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_by),attributes.uv,(float)0);\n\t\t\t
float tmp_dr = tmp_dq[0];\n\t\t\t float tmp_ds = tmp_dq[1];\n\t\t\t float
tmp_dt = tmp_dq[2];\n\t\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_du);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_by),attributes.uv,(float)0);\n\t\t\t
float tmp_dr = tmp_dq[1];\n\t\t\t float4 tmp_ds = SampleTexture(VFX_SAMPLER(texture_bx),attributes.uv,(float)0);\n\t\t\t
float tmp_dt = tmp_ds[2];\n\t\t\t float tmp_du = tmp_dr * tmp_dt;\n\t\t\t
float tmp_dv = tmp_dq[2];\n\t\t\t float tmp_dw = tmp_ds[1];\n\t\t\t float
tmp_dx = tmp_dv * tmp_dw;\n\t\t\t float tmp_dy = tmp_du - tmp_dx;\n\t\t\t
float tmp_dz = tmp_ds[0];\n\t\t\t float tmp_ea = tmp_dv * tmp_dz;\n\t\t\t
float tmp_eb = tmp_dq[0];\n\t\t\t float tmp_ec = tmp_eb * tmp_dt;\n\t\t\t
float tmp_ed = tmp_ea - tmp_ec;\n\t\t\t float tmp_ee = tmp_eb * tmp_dw;\n\t\t\t
float tmp_ef = tmp_dr * tmp_dz;\n\t\t\t float tmp_eg = tmp_ee - tmp_ef;\n\t\t\t
float3 tmp_eh = float3(tmp_dy, tmp_ed, tmp_eg);\n\t\t\t float tmp_ei = tmp_ds[3];\n\t\t\t
float3 tmp_ej = float3(tmp_ei, tmp_ei, tmp_ei);\n\t\t\t float3 tmp_ek =
tmp_eh * tmp_ej;\n\t\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ,
tmp_ek);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_ds = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t\t
float tmp_dt = tmp_ds[0];\n\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t float3 tmp_dw = tmp_du * float3(0, 0.0700000003, -0.170000002);\n\t\t\t
float3 tmp_dx = float3(0, -0.0700000003, 0.170000002) + tmp_dw;\n\t\t\t
float tmp_dy = tmp_dx[0];\n\t\t\t float4 tmp_dz = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_ea = tmp_dz[0];\n\t\t\t float tmp_eb = (float)0 - tmp_dy;\n\t\t\t
float tmp_ec = tmp_ea * tmp_eb;\n\t\t\t float tmp_ed = tmp_dy + tmp_ec;\n\t\t\t
float tmp_ef = pow(tmp_ea, (float)0.5);\n\t\t\t float3 tmp_eg = float3(tmp_ef,
tmp_ef, tmp_ef);\n\t\t\t float3 tmp_ei = tmp_eg * float3(0, 0, -0.150000006);\n\t\t\t
float tmp_ej = tmp_ei[0];\n\t\t\t float tmp_ek = tmp_ej - tmp_ed;\n\t\t\t
float tmp_el = attributes.Male * tmp_ek;\n\t\t\t float tmp_em = tmp_ed +
tmp_el;\n\t\t\t float tmp_en = (float)-1 * tmp_em;\n\t\t\t float tmp_eo
= tmp_ds[1];\n\t\t\t float tmp_ep = tmp_em - tmp_en;\n\t\t\t float tmp_eq
= tmp_eo * tmp_ep;\n\t\t\t float tmp_er = tmp_en + tmp_eq;\n\t\t\t float
tmp_es = tmp_dx[1];\n\t\t\t float tmp_et = tmp_ei[1];\n\t\t\t float tmp_eu
= tmp_et - tmp_es;\n\t\t\t float tmp_ev = attributes.Male * tmp_eu;\n\t\t\t
float tmp_ew = tmp_es + tmp_ev;\n\t\t\t float tmp_ex = (float)-1 * tmp_ew;\n\t\t\t
float tmp_ey = tmp_ew - tmp_ex;\n\t\t\t float tmp_ez = tmp_eo * tmp_ey;\n\t\t\t
float tmp_fa = tmp_ex + tmp_ez;\n\t\t\t float tmp_fb = tmp_dx[2];\n\t\t\t
float tmp_fc = tmp_ei[2];\n\t\t\t float tmp_fd = tmp_fc - tmp_fb;\n\t\t\t
float tmp_fe = attributes.Male * tmp_fd;\n\t\t\t float tmp_ff = tmp_fb +
tmp_fe;\n\t\t\t float tmp_fg = (float)-1 * tmp_ff;\n\t\t\t float tmp_fh
= tmp_ff - tmp_fg;\n\t\t\t float tmp_fi = tmp_eo * tmp_fh;\n\t\t\t float
tmp_fj = tmp_fg + tmp_fi;\n\t\t\t float3 tmp_fk = float3(tmp_er, tmp_fa,
tmp_fj);\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout
*/attributes.pivotY, /*inout */attributes.pivotZ, tmp_fk);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_dr = attributes.Male * (float)0.889999926;\n\t\t\t float tmp_ds
= (float)0.660000026 + tmp_dr;\n\t\t\t float4 tmp_dv = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t\t
float tmp_dw = tmp_dv[2];\n\t\t\t float tmp_dy = tmp_dw - (float)0.219999999;\n\t\t\t
float tmp_dz = ceil(tmp_dy);\n\t\t\t float tmp_ea = saturate(tmp_dz);\n\t\t\t
float tmp_eb = (float)1 - tmp_ea;\n\t\t\t float tmp_ee = attributes.Male
* (float)0.49000001;\n\t\t\t float tmp_ef = (float)0.50999999 + tmp_ee;\n\t\t\t
float tmp_eg = tmp_ef - tmp_ds;\n\t\t\t float tmp_eh = tmp_eb * tmp_eg;\n\t\t\t
float tmp_ei = tmp_ds + tmp_eh;\n\t\t\t float tmp_ek = tmp_dw - (float)0.810000002;\n\t\t\t
float tmp_el = ceil(tmp_ek);\n\t\t\t float tmp_em = saturate(tmp_el);\n\t\t\t
float tmp_ep = attributes.Male * (float)-0.300000012;\n\t\t\t float tmp_eq
= (float)0.300000012 + tmp_ep;\n\t\t\t float tmp_er = tmp_em * tmp_eq;\n\t\t\t
float tmp_es = tmp_ei + tmp_er;\n\t\t\t float4 tmp_et = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_eu = tmp_et[0];\n\t\t\t float tmp_ex = attributes.Male * (float)0.109999985;\n\t\t\t
float tmp_ey = (float)0.340000004 + tmp_ex;\n\t\t\t float tmp_ez = tmp_es
* tmp_ey;\n\t\t\t float tmp_fa = tmp_ez - tmp_es;\n\t\t\t float tmp_fb
= tmp_eu * tmp_fa;\n\t\t\t float tmp_fc = tmp_es + tmp_fb;\n\t\t\t float
tmp_fd = tmp_et[1];\n\t\t\t float tmp_fg = attributes.Male * (float)-0.279999971;\n\t\t\t
float tmp_fh = (float)1.13999999 + tmp_fg;\n\t\t\t float tmp_fi = tmp_fc
* tmp_fh;\n\t\t\t float tmp_fj = tmp_fi - tmp_fc;\n\t\t\t float tmp_fk
= tmp_fd * tmp_fj;\n\t\t\t float tmp_fl = tmp_fc + tmp_fk;\n\t\t\t float
tmp_fm = tmp_et[2];\n\t\t\t float tmp_fp = attributes.Male * (float)0.310000062;\n\t\t\t
float tmp_fq = (float)1.03999996 + tmp_fp;\n\t\t\t float tmp_fr = tmp_fl
* tmp_fq;\n\t\t\t float tmp_fs = tmp_fr - tmp_fl;\n\t\t\t float tmp_ft
= tmp_fm * tmp_fs;\n\t\t\t float tmp_fu = tmp_fl + tmp_ft;\n\t\t\t float
tmp_fx = tmp_eu * (float)0.190000057;\n\t\t\t float tmp_fy = (float)0.529999971
+ tmp_fx;\n\t\t\t float tmp_fz = tmp_fu * tmp_fy;\n\t\t\t float tmp_ga
= tmp_fd * (float)0.190000057;\n\t\t\t float tmp_gb = (float)1 + tmp_ga;\n\t\t\t
float tmp_gc = tmp_fz * tmp_gb;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size,
tmp_gc);\n\t\t\t}\n\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color,
Color_r);\n\t\t\t{\n\t\t\t float3 tmp_dp = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t float3 tmp_dq = float3(attributes.shockwave,
attributes.shockwave, attributes.shockwave);\n\t\t\t float3 tmp_ds = tmp_dp
+ float3(0.150000006, 0, 0);\n\t\t\t float3 tmp_dt = tmp_ds - tmp_dp;\n\t\t\t
float3 tmp_du = tmp_dq * tmp_dt;\n\t\t\t float3 tmp_dv = tmp_dp + tmp_du;\n\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dv);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.5);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_dq
= attributes.shockwave > (float)0;\n\t\t\t bool tmp_ds = attributes.shockwave
< (float)0.800000012;\n\t\t\t bool tmp_dt = tmp_dq && tmp_ds;\n\t\t\t
uint tmp_du = attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_dv
= FixedRand(tmp_du);\n\t\t\t bool tmp_dx = tmp_dv > (float)0.5;\n\t\t\t
bool tmp_dy = tmp_dt && tmp_dx;\n\t\t\t uint tmp_eb = tmp_dy ? (uint)1 :
(uint)0;\n\t\t\t uint tmp_ec = tmp_eb * asuint(uniform_bz);\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ec);\n\t\t\t
eventCount_a += attributes.eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_dp
= !attributes.collapseStarted;\n\t\t\t float tmp_dr = tmp_dp ? uniform_d
: (float)1;\n\t\t\t float tmp_dt = max(tmp_dr, (float)0);\n\t\t\t float
tmp_du = min(tmp_dt, (float)1);\n\t\t\t float tmp_dw = tmp_du * (float)60;\n\t\t\t
bool tmp_dx = tmp_dw > attributes.shockwaveMask;\n\t\t\t float tmp_dy =
tmp_dp ? uniform_e : (float)1;\n\t\t\t float tmp_ea = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_ec = min(tmp_ea, (float)100);\n\t\t\t float
tmp_ed = tmp_ec / (float)100;\n\t\t\t float tmp_ef = tmp_ed * (float)-0.5;\n\t\t\t
float tmp_eg = (float)0.5 + tmp_ef;\n\t\t\t float tmp_eh = tmp_dy + tmp_eg;\n\t\t\t
float tmp_ei = max(tmp_eh, (float)0);\n\t\t\t float tmp_ej = min(tmp_ei,
(float)1);\n\t\t\t float3 tmp_en = 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_eo = tmp_en[0];\n\t\t\t float tmp_eq = tmp_eo - (float)-1;\n\t\t\t
float tmp_es = tmp_eq / (float)2;\n\t\t\t float tmp_eu = tmp_es * (float)5;\n\t\t\t
float tmp_ev = (float)-2 + tmp_eu;\n\t\t\t float tmp_ew = max(tmp_ev, (float)0);\n\t\t\t
float tmp_ex = min(tmp_ew, (float)1);\n\t\t\t float tmp_ey = (float)1 -
tmp_ej;\n\t\t\t float tmp_ez = tmp_ex * tmp_ey;\n\t\t\t float tmp_fa
= tmp_ej + tmp_ez;\n\t\t\t float tmp_fb = max(tmp_fa, (float)0);\n\t\t\t
float tmp_fc = min(tmp_fb, (float)1);\n\t\t\t float tmp_fd = tmp_dx ? tmp_fc
: (float)0;\n\t\t\t float tmp_ff = tmp_fd - (float)0.800000012;\n\t\t\t
float tmp_fg = ceil(tmp_ff);\n\t\t\t float tmp_fh = saturate(tmp_fg);\n\t\t\t
bool tmp_fi = tmp_fh > (float)0.800000012;\n\t\t\t bool tmp_fk = tmp_fi
? (bool)true : attributes.crumble;\n\t\t\t uint tmp_fl = attributes.particleId
^ asuint(uniform_g);\n\t\t\t float tmp_fm = FixedRand(tmp_fl);\n\t\t\t
bool tmp_fn = tmp_fm > (float)0.800000012;\n\t\t\t uint tmp_fq = tmp_fn
? (uint)1 : (uint)0;\n\t\t\t int tmp_fr = (int)tmp_fq;\n\t\t\t int tmp_ft
= tmp_fk ? tmp_fr : (int)0;\n\t\t\t uint tmp_fu = (uint)tmp_ft;\n\t\t\t
uint tmp_fv = asuint(uniform_bz) * tmp_fu;\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_fv);\n\t\t\t
eventCount_b += attributes.eventCount;\n\t\t\t}\n\t\t\tEulerIntegration( /*inout
*/attributes.position, attributes.velocity, deltaTime_e);\n\t\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_e);\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
* 0xC + 0x2F900) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xCA243) << 2,asuint(attributes.shockwaveMask));\n\t\t\t\tattributeBuffer.Store((index
* 0x4 + 0x129440) << 2,asuint(attributes.shockwave));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xCA244) << 2,uint(attributes.collapseStarted));\n\t\t\t\tattributeBuffer.Store((index
* 0x4 + 0x129441) << 2,uint(attributes.crumble));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0xCA240) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xCA245) << 2,asuint(attributes.angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xCA246) << 2,asuint(attributes.angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xCA247) << 2,asuint(attributes.angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x158D40) << 2,asuint(attributes.bodyAnim));\n\t\t\t\tattributeBuffer.Store((index
* 0x4 + 0x129442) << 2,asuint(attributes.bodyAnimNoise));\n\t\t\t\tattributeBuffer.Store((index
* 0x4 + 0x129443) << 2,asuint(attributes.Male));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F903) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F904) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F905) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x164B80) << 2,asuint(attributes.axisX));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x164B84) << 2,asuint(attributes.axisY));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x164B88) << 2,asuint(attributes.axisZ));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F906) << 2,asuint(attributes.pivotX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F907) << 2,asuint(attributes.pivotY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F908) << 2,asuint(attributes.pivotZ));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x2F909) << 2,asuint(attributes.size));\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x1F3680) << 2,asuint(attributes.color));\n\t\t\t\tfor (uint i = 0;
i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\tfor (uint i =
0; i < eventCount_b; ++i) eventListOut_b.Append(index);\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\tfor
(uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\t\tfor
(uint i = 0; i < eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\t\t\n\r\n#if
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x2F900) << 2));\n\t\tattributes.shockwaveMask
= asfloat(attributeBuffer.Load((index * 0x8 + 0xCA243) << 2));\n\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\tattributes.collapseStarted
= (attributeBuffer.Load((index * 0x8 + 0xCA244) << 2));\n\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xCA240) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index
* 0x8 + 0xCA245) << 2));\n\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index
* 0x8 + 0xCA246) << 2));\n\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0xCA247) << 2));\n\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\tattributes.eventCount = (uint)0;\n\t\tuint eventCount_a
= 0u;\n\t\tuint eventCount_b = 0u;\n\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
float3 tmp_dp = attributes.position - uniform_a;\n\t\t float3 tmp_dq = tmp_dp
* tmp_dp;\n\t\t float tmp_dr = tmp_dq[2];\n\t\t float tmp_ds = tmp_dq[1];\n\t\t
float tmp_dt = tmp_dr + tmp_ds;\n\t\t float tmp_du = tmp_dq[0];\n\t\t
float tmp_dv = tmp_dt + tmp_du;\n\t\t float tmp_dx = pow(tmp_dv, (float)0.5);\n\t\t
float tmp_dz = max(tmp_dx, (float)0.99000001);\n\t\t float tmp_eb = min(tmp_dz,
(float)84);\n\t\t float tmp_ec = tmp_eb - (float)0.99000001;\n\t\t float
tmp_ee = tmp_ec / (float)83.0100021;\n\t\t float tmp_eg = tmp_ee * (float)100;\n\t\t
SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_eg);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dp = attributes.position - uniform_a;\n\t\t float3 tmp_dq = tmp_dp
* tmp_dp;\n\t\t float tmp_dr = tmp_dq[2];\n\t\t float tmp_ds = tmp_dq[1];\n\t\t
float tmp_dt = tmp_dr + tmp_ds;\n\t\t float tmp_du = tmp_dq[0];\n\t\t
float tmp_dv = tmp_dt + tmp_du;\n\t\t float tmp_dx = pow(tmp_dv, (float)0.5);\n\t\t
float tmp_dz = max(tmp_dx, (float)0.99000001);\n\t\t float tmp_eb = min(tmp_dz,
(float)84);\n\t\t float tmp_ec = tmp_eb - (float)0.99000001;\n\t\t float
tmp_ee = tmp_ec / (float)83.0100021;\n\t\t float tmp_eg = tmp_ee * (float)100;\n\t\t
bool tmp_eh = !attributes.collapseStarted;\n\t\t float tmp_ej = tmp_eh ?
uniform_c : (float)1;\n\t\t float tmp_el = max(tmp_ej, (float)0);\n\t\t
float tmp_em = min(tmp_el, (float)1);\n\t\t float tmp_eo = tmp_em * (float)60;\n\t\t
float tmp_ep = tmp_eo + (float)1;\n\t\t bool tmp_eq = tmp_eg < tmp_ep;\n\t\t
float tmp_er = tmp_eo - (float)1;\n\t\t bool tmp_es = tmp_eg > tmp_er;\n\t\t
bool tmp_et = tmp_eq && tmp_es;\n\t\t float tmp_ev = attributes.shockwave
+ (float)0.25;\n\t\t float tmp_ex = attributes.shockwave - (float)0.0250000004;\n\t\t
float tmp_ey = tmp_et ? tmp_ev : tmp_ex;\n\t\t float tmp_ez = max(tmp_ey,
(float)0);\n\t\t float tmp_fa = min(tmp_ez, (float)1);\n\t\t float tmp_fb
= (bool)asuint(uniform_b) ? tmp_fa : (float)0;\n\t\t SetCustomAttribute_89FC86F5(
/*inout */attributes.shockwave, tmp_fb);\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_dp = !attributes.collapseStarted;\n\t\t float tmp_dr = tmp_dp ?
uniform_d : (float)1;\n\t\t float tmp_dt = max(tmp_dr, (float)0);\n\t\t
float tmp_du = min(tmp_dt, (float)1);\n\t\t float tmp_dw = tmp_du * (float)60;\n\t\t
bool tmp_dx = tmp_dw > attributes.shockwaveMask;\n\t\t float tmp_dy = tmp_dp
? uniform_e : (float)1;\n\t\t float tmp_ea = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_ec = min(tmp_ea, (float)100);\n\t\t float
tmp_ed = tmp_ec / (float)100;\n\t\t float tmp_ef = tmp_ed * (float)-0.5;\n\t\t
float tmp_eg = (float)0.5 + tmp_ef;\n\t\t float tmp_eh = tmp_dy + tmp_eg;\n\t\t
float tmp_ei = max(tmp_eh, (float)0);\n\t\t float tmp_ej = min(tmp_ei, (float)1);\n\t\t
float3 tmp_en = 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_eo = tmp_en[0];\n\t\t
float tmp_eq = tmp_eo - (float)-1;\n\t\t float tmp_es = tmp_eq / (float)2;\n\t\t
float tmp_eu = tmp_es * (float)5;\n\t\t float tmp_ev = (float)-2 + tmp_eu;\n\t\t
float tmp_ew = max(tmp_ev, (float)0);\n\t\t float tmp_ex = min(tmp_ew, (float)1);\n\t\t
float tmp_ey = (float)1 - tmp_ej;\n\t\t float tmp_ez = tmp_ex * tmp_ey;\n\t\t
float tmp_fa = tmp_ej + tmp_ez;\n\t\t float tmp_fb = max(tmp_fa, (float)0);\n\t\t
float tmp_fc = min(tmp_fb, (float)1);\n\t\t float tmp_fd = tmp_dx ? tmp_fc
: (float)0;\n\t\t float tmp_ff = tmp_fd - (float)0.800000012;\n\t\t float
tmp_fg = ceil(tmp_ff);\n\t\t float tmp_fh = saturate(tmp_fg);\n\t\t bool
tmp_fi = tmp_fh > (float)0.800000012;\n\t\t bool tmp_fk = tmp_fi ? (bool)true
: attributes.crumble;\n\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble,
tmp_fk);\n\t\t}\n\t\t{\n\t\t uint tmp_dp = attributes.particleId ^ asuint(uniform_g);\n\t\t
float tmp_dq = FixedRand(tmp_dp);\n\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t float3 tmp_ds = tmp_dr * uniform_h;\n\t\t float3 tmp_dt
= uniform_f + tmp_ds;\n\t\t float3 tmp_dv = attributes.crumble ? tmp_dt
: float3(0, 0, 0);\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_dv, (float)1, deltaTime_e);\n\t\t}\n\t\t{\n\t\t float3 tmp_dp = float3(attributes.angularVelocityX,
attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t float3
tmp_dq = attributes.crumble ? uniform_i : tmp_dp;\n\t\t SetAttribute_FA9588B7(
/*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY,
/*inout */attributes.angularVelocityZ, tmp_dq);\n\t\t}\n\t\t{\n\t\t uint
tmp_dq = attributes.particleId ^ asuint(uniform_g);\n\t\t float tmp_dr =
FixedRand(tmp_dq);\n\t\t float tmp_dt = tmp_dr * (float)0.299999952;\n\t\t
float tmp_du = (float)0.850000024 + tmp_dt;\n\t\t float tmp_dv = uniform_j
* tmp_du;\n\t\t float tmp_dx = attributes.crumble ? tmp_dv : (float)0;\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_g, FieldTransform_g, tmp_dx, Drag_g, frequency_g, asint(octaves_g),
roughness_g, (float)2, deltaTime_e);\n\t\t}\n\t\t{\n\t\t float4 tmp_dr =
SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t float
tmp_ds = tmp_dr[3];\n\t\t float tmp_dt = (float)1 - tmp_ds;\n\t\t float
tmp_du = uniform_k - 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 float tmp_dx = attributes.bodyAnim
+ tmp_dw;\n\t\t float tmp_dz = uniform_m - tmp_dt;\n\t\t float tmp_ea
= max(tmp_dz, (float)0);\n\t\t float tmp_eb = min(tmp_ea, (float)1);\n\t\t
float tmp_ec = (float)-1 * tmp_eb;\n\t\t float tmp_ed = tmp_dx + tmp_ec;\n\t\t
float tmp_ee = tmp_ed * uniform_n;\n\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t
float tmp_eg = min(tmp_ef, (float)1);\n\t\t SetCustomAttribute_330F1557(
/*inout */attributes.bodyAnim, tmp_eg);\n\t\t}\n\t\t{\n\t\t float tmp_dq
= attributes.uv[0];\n\t\t float tmp_dr = tmp_dq - (float)0.5;\n\t\t float
tmp_ds = tmp_dr * uniform_p;\n\t\t float tmp_dt = attributes.uv[1];\n\t\t
float tmp_du = tmp_dt - (float)0.5;\n\t\t float tmp_dv = tmp_du * uniform_q;\n\t\t
float tmp_dw = tmp_ds - tmp_dv;\n\t\t float tmp_dx = (float)0.5 + tmp_dw;\n\t\t
float tmp_dy = tmp_dr * uniform_q;\n\t\t float tmp_dz = tmp_du * uniform_p;\n\t\t
float tmp_ea = tmp_dy + tmp_dz;\n\t\t float tmp_eb = (float)0.5 + tmp_ea;\n\t\t
float2 tmp_ec = float2(tmp_dx, tmp_eb);\n\t\t float3 tmp_ed = GeneratePerlinNoise(tmp_ec,
uniform_r.x, asint(uniform_s), uniform_r.y, uniform_r.z);\n\t\t float tmp_ee
= tmp_ed[0];\n\t\t float tmp_eg = tmp_ee - (float)-1;\n\t\t float tmp_ei
= tmp_eg / (float)2;\n\t\t float tmp_ek = max(tmp_ei, (float)0);\n\t\t
float tmp_em = min(tmp_ek, (float)1);\n\t\t float tmp_en = tmp_em * uniform_t;\n\t\t
float tmp_eo = uniform_o + tmp_en;\n\t\t float tmp_ep = tmp_eo + attributes.bodyAnimNoise;\n\t\t
float tmp_eq = tmp_ep * uniform_u;\n\t\t float tmp_er = pow(tmp_ep, uniform_v);\n\t\t
float tmp_es = tmp_eq - tmp_er;\n\t\t float tmp_et = max(tmp_es, (float)0);\n\t\t
float tmp_eu = min(tmp_et, (float)1);\n\t\t SetCustomAttribute_45512BE9(
/*inout */attributes.bodyAnimNoise, tmp_eu);\n\t\t}\n\t\t{\n\t\t float4
tmp_dq = SampleTexture(VFX_SAMPLER(texture_x),attributes.uv,(float)0);\n\t\t
float tmp_dr = tmp_dq[0];\n\t\t float tmp_ds = tmp_dq[1];\n\t\t float
tmp_dt = tmp_dq[2];\n\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t
float3 tmp_dv = attributes.position - tmp_du;\n\t\t float3 tmp_dw = tmp_dv
* tmp_dv;\n\t\t float tmp_dx = tmp_dw[2];\n\t\t float tmp_dy = tmp_dw[1];\n\t\t
float tmp_dz = tmp_dx + tmp_dy;\n\t\t float tmp_ea = tmp_dw[0];\n\t\t
float tmp_eb = tmp_dz + tmp_ea;\n\t\t float tmp_ed = pow(tmp_eb, (float)0.5);\n\t\t
float tmp_ee = max(tmp_ed, uniform_y);\n\t\t float tmp_ef = min(tmp_ee,
uniform_z);\n\t\t float tmp_eg = tmp_ef - uniform_y;\n\t\t float tmp_eh
= tmp_eg / uniform_ba;\n\t\t float tmp_ei = tmp_eh * uniform_bb;\n\t\t
float tmp_ej = uniform_w + tmp_ei;\n\t\t float tmp_ek = deltaTime_e * tmp_ej;\n\t\t
float tmp_el = tmp_ek * uniform_bc;\n\t\t uint tmp_en = attributes.particleId
^ asuint(uniform_g);\n\t\t float tmp_eo = FixedRand(tmp_en);\n\t\t float
tmp_ep = tmp_eo * uniform_bf;\n\t\t float tmp_eq = uniform_be + tmp_ep;\n\t\t
float tmp_er = attributes.uv[0];\n\t\t float tmp_es = uniform_bg + tmp_er;\n\t\t
float tmp_et = attributes.uv[1];\n\t\t float tmp_eu = uniform_bh + tmp_et;\n\t\t
float2 tmp_ev = float2(tmp_es, tmp_eu);\n\t\t float3 tmp_ex = GeneratePerlinNoise(tmp_ev,
uniform_bi.x, (int)2, uniform_bi.y, uniform_bi.z);\n\t\t float tmp_ey =
tmp_ex[0];\n\t\t float tmp_fa = tmp_ey - (float)-1;\n\t\t float tmp_fc
= tmp_fa / (float)2;\n\t\t float tmp_fd = max(tmp_fc, uniform_bj);\n\t\t
float tmp_fe = min(tmp_fd, uniform_bk);\n\t\t float tmp_ff = tmp_fe - uniform_bj;\n\t\t
float tmp_fg = tmp_ff / uniform_bl;\n\t\t float tmp_fh = tmp_eo * uniform_bn;\n\t\t
float tmp_fi = uniform_bm + tmp_fh;\n\t\t float tmp_fj = tmp_fi - tmp_eq;\n\t\t
float tmp_fk = tmp_fg * tmp_fj;\n\t\t float tmp_fl = tmp_eq + tmp_fk;\n\t\t
float tmp_fm = tmp_fl - (float)1;\n\t\t float tmp_fn = uniform_bd * tmp_fm;\n\t\t
float tmp_fo = (float)1 + tmp_fn;\n\t\t float tmp_fp = tmp_el * tmp_fo;\n\t\t
float tmp_fq = saturate(tmp_fp);\n\t\t float3 tmp_fr = float3(tmp_fq, tmp_fq,
tmp_fq);\n\t\t float3 tmp_fs = tmp_du - attributes.position;\n\t\t float3
tmp_ft = tmp_fr * tmp_fs;\n\t\t float3 tmp_fu = attributes.position + tmp_ft;\n\t\t
float3 tmp_fv = attributes.crumble ? attributes.position : tmp_fu;\n\t\t
SetAttribute_CAC29747( /*inout */attributes.position, tmp_fv);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dr = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_ds = tmp_dr[0];\n\t\t float4 tmp_dt = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t
float tmp_du = tmp_dt[2];\n\t\t float tmp_dv = tmp_ds * tmp_du;\n\t\t
float tmp_dx = pow(tmp_dv, (float)0.5);\n\t\t float tmp_dy = uniform_bp
* tmp_dx;\n\t\t float tmp_dz = tmp_dt[3];\n\t\t float tmp_ea = uniform_br
* tmp_dz;\n\t\t float tmp_eb = tmp_dy + tmp_ea;\n\t\t float tmp_ec =
tmp_dx + uniform_bs;\n\t\t float tmp_ed = tmp_eb + tmp_ec;\n\t\t float
tmp_ee = (float)1 - tmp_ed;\n\t\t float tmp_ef = (bool)asuint(uniform_bo)
? tmp_ee : tmp_ed;\n\t\t float tmp_eg = max(tmp_ef, (float)0);\n\t\t
float tmp_eh = min(tmp_eg, (float)1);\n\t\t float tmp_ei = uniform_bt *
attributes.bodyAnimNoise;\n\t\t float tmp_ej = (float)1 - tmp_eh;\n\t\t
float tmp_ek = tmp_ei * tmp_ej;\n\t\t float tmp_el = tmp_eh + tmp_ek;\n\t\t
SetCustomAttribute_A2FB643D( /*inout */attributes.Male, tmp_el);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dp = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t
float tmp_dr = float2(0, 0)[0];\n\t\t float tmp_ds = SampleCurve(uniform_bu,attributes.Male);\n\t\t
float tmp_dt = float2(0, 0)[1];\n\t\t float tmp_du = tmp_dt - tmp_dr;\n\t\t
float tmp_dv = tmp_ds * tmp_du;\n\t\t float tmp_dw = tmp_dr + tmp_dv;\n\t\t
float tmp_dx = attributes.uv[0];\n\t\t bool tmp_dz = tmp_dx > (float)0.504999995;\n\t\t
float tmp_eb = SampleCurve(uniform_bv,attributes.Male);\n\t\t float tmp_ec
= tmp_eb * tmp_du;\n\t\t float tmp_ed = tmp_dr + tmp_ec;\n\t\t float
tmp_ee = (float)-1 * tmp_ed;\n\t\t float tmp_ef = tmp_dz ? tmp_ee : tmp_ed;\n\t\t
float4 tmp_ei = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_ej = tmp_ei[1];\n\t\t float2 tmp_ek = float2(tmp_ej, tmp_ej);\n\t\t
float2 tmp_el = float2(23.0400009, 0) * tmp_ek;\n\t\t float tmp_en = tmp_ei[2];\n\t\t
float2 tmp_eo = float2(tmp_en, tmp_en);\n\t\t float2 tmp_ep = float2(-16.6599998,
0) * tmp_eo;\n\t\t float2 tmp_eq = tmp_el + tmp_ep;\n\t\t float tmp_er
= tmp_eq[0];\n\t\t float tmp_es = SampleCurve(uniform_bw,attributes.Male);\n\t\t
float tmp_et = tmp_eq[1];\n\t\t float tmp_eu = tmp_et - tmp_er;\n\t\t
float tmp_ev = tmp_es * tmp_eu;\n\t\t float tmp_ew = tmp_er + tmp_ev;\n\t\t
float tmp_ex = (float)-1 * tmp_ew;\n\t\t float tmp_ey = tmp_dz ? tmp_ex
: tmp_ew;\n\t\t float3 tmp_ez = float3(tmp_dw, tmp_ef, tmp_ey);\n\t\t
float3 tmp_fa = attributes.crumble ? tmp_dp : tmp_ez;\n\t\t SetAttribute_48A7BEFF(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_fa);\n\t\t}\n\t\t{\n\t\t float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_bx),attributes.uv,(float)0);\n\t\t
float tmp_dr = tmp_dq[0];\n\t\t float tmp_ds = tmp_dq[1];\n\t\t float
tmp_dt = tmp_dq[2];\n\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_du);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_by),attributes.uv,(float)0);\n\t\t
float tmp_dr = tmp_dq[0];\n\t\t float tmp_ds = tmp_dq[1];\n\t\t float
tmp_dt = tmp_dq[2];\n\t\t float3 tmp_du = float3(tmp_dr, tmp_ds, tmp_dt);\n\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_du);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_by),attributes.uv,(float)0);\n\t\t
float tmp_dr = tmp_dq[1];\n\t\t float4 tmp_ds = SampleTexture(VFX_SAMPLER(texture_bx),attributes.uv,(float)0);\n\t\t
float tmp_dt = tmp_ds[2];\n\t\t float tmp_du = tmp_dr * tmp_dt;\n\t\t
float tmp_dv = tmp_dq[2];\n\t\t float tmp_dw = tmp_ds[1];\n\t\t float
tmp_dx = tmp_dv * tmp_dw;\n\t\t float tmp_dy = tmp_du - tmp_dx;\n\t\t
float tmp_dz = tmp_ds[0];\n\t\t float tmp_ea = tmp_dv * tmp_dz;\n\t\t
float tmp_eb = tmp_dq[0];\n\t\t float tmp_ec = tmp_eb * tmp_dt;\n\t\t
float tmp_ed = tmp_ea - tmp_ec;\n\t\t float tmp_ee = tmp_eb * tmp_dw;\n\t\t
float tmp_ef = tmp_dr * tmp_dz;\n\t\t float tmp_eg = tmp_ee - tmp_ef;\n\t\t
float3 tmp_eh = float3(tmp_dy, tmp_ed, tmp_eg);\n\t\t float tmp_ei = tmp_ds[3];\n\t\t
float3 tmp_ej = float3(tmp_ei, tmp_ei, tmp_ei);\n\t\t float3 tmp_ek = tmp_eh
* tmp_ej;\n\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_ek);\n\t\t}\n\t\t{\n\t\t
float4 tmp_ds = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t
float tmp_dt = tmp_ds[0];\n\t\t float3 tmp_du = float3(tmp_dt, tmp_dt, tmp_dt);\n\t\t
float3 tmp_dw = tmp_du * float3(0, 0.0700000003, -0.170000002);\n\t\t float3
tmp_dx = float3(0, -0.0700000003, 0.170000002) + tmp_dw;\n\t\t float tmp_dy
= tmp_dx[0];\n\t\t float4 tmp_dz = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_ea = tmp_dz[0];\n\t\t float tmp_eb = (float)0 - tmp_dy;\n\t\t
float tmp_ec = tmp_ea * tmp_eb;\n\t\t float tmp_ed = tmp_dy + tmp_ec;\n\t\t
float tmp_ef = pow(tmp_ea, (float)0.5);\n\t\t float3 tmp_eg = float3(tmp_ef,
tmp_ef, tmp_ef);\n\t\t float3 tmp_ei = tmp_eg * float3(0, 0, -0.150000006);\n\t\t
float tmp_ej = tmp_ei[0];\n\t\t float tmp_ek = tmp_ej - tmp_ed;\n\t\t
float tmp_el = attributes.Male * tmp_ek;\n\t\t float tmp_em = tmp_ed + tmp_el;\n\t\t
float tmp_en = (float)-1 * tmp_em;\n\t\t float tmp_eo = tmp_ds[1];\n\t\t
float tmp_ep = tmp_em - tmp_en;\n\t\t float tmp_eq = tmp_eo * tmp_ep;\n\t\t
float tmp_er = tmp_en + tmp_eq;\n\t\t float tmp_es = tmp_dx[1];\n\t\t
float tmp_et = tmp_ei[1];\n\t\t float tmp_eu = tmp_et - tmp_es;\n\t\t
float tmp_ev = attributes.Male * tmp_eu;\n\t\t float tmp_ew = tmp_es + tmp_ev;\n\t\t
float tmp_ex = (float)-1 * tmp_ew;\n\t\t float tmp_ey = tmp_ew - tmp_ex;\n\t\t
float tmp_ez = tmp_eo * tmp_ey;\n\t\t float tmp_fa = tmp_ex + tmp_ez;\n\t\t
float tmp_fb = tmp_dx[2];\n\t\t float tmp_fc = tmp_ei[2];\n\t\t float
tmp_fd = tmp_fc - tmp_fb;\n\t\t float tmp_fe = attributes.Male * tmp_fd;\n\t\t
float tmp_ff = tmp_fb + tmp_fe;\n\t\t float tmp_fg = (float)-1 * tmp_ff;\n\t\t
float tmp_fh = tmp_ff - tmp_fg;\n\t\t float tmp_fi = tmp_eo * tmp_fh;\n\t\t
float tmp_fj = tmp_fg + tmp_fi;\n\t\t float3 tmp_fk = float3(tmp_er, tmp_fa,
tmp_fj);\n\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout
*/attributes.pivotY, /*inout */attributes.pivotZ, tmp_fk);\n\t\t}\n\t\t{\n\t\t
float tmp_dr = attributes.Male * (float)0.889999926;\n\t\t float tmp_ds
= (float)0.660000026 + tmp_dr;\n\t\t float4 tmp_dv = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t
float tmp_dw = tmp_dv[2];\n\t\t float tmp_dy = tmp_dw - (float)0.219999999;\n\t\t
float tmp_dz = ceil(tmp_dy);\n\t\t float tmp_ea = saturate(tmp_dz);\n\t\t
float tmp_eb = (float)1 - tmp_ea;\n\t\t float tmp_ee = attributes.Male *
(float)0.49000001;\n\t\t float tmp_ef = (float)0.50999999 + tmp_ee;\n\t\t
float tmp_eg = tmp_ef - tmp_ds;\n\t\t float tmp_eh = tmp_eb * tmp_eg;\n\t\t
float tmp_ei = tmp_ds + tmp_eh;\n\t\t float tmp_ek = tmp_dw - (float)0.810000002;\n\t\t
float tmp_el = ceil(tmp_ek);\n\t\t float tmp_em = saturate(tmp_el);\n\t\t
float tmp_ep = attributes.Male * (float)-0.300000012;\n\t\t float tmp_eq
= (float)0.300000012 + tmp_ep;\n\t\t float tmp_er = tmp_em * tmp_eq;\n\t\t
float tmp_es = tmp_ei + tmp_er;\n\t\t float4 tmp_et = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_eu = tmp_et[0];\n\t\t float tmp_ex = attributes.Male * (float)0.109999985;\n\t\t
float tmp_ey = (float)0.340000004 + tmp_ex;\n\t\t float tmp_ez = tmp_es
* tmp_ey;\n\t\t float tmp_fa = tmp_ez - tmp_es;\n\t\t float tmp_fb =
tmp_eu * tmp_fa;\n\t\t float tmp_fc = tmp_es + tmp_fb;\n\t\t float tmp_fd
= tmp_et[1];\n\t\t float tmp_fg = attributes.Male * (float)-0.279999971;\n\t\t
float tmp_fh = (float)1.13999999 + tmp_fg;\n\t\t float tmp_fi = tmp_fc *
tmp_fh;\n\t\t float tmp_fj = tmp_fi - tmp_fc;\n\t\t float tmp_fk = tmp_fd
* tmp_fj;\n\t\t float tmp_fl = tmp_fc + tmp_fk;\n\t\t float tmp_fm =
tmp_et[2];\n\t\t float tmp_fp = attributes.Male * (float)0.310000062;\n\t\t
float tmp_fq = (float)1.03999996 + tmp_fp;\n\t\t float tmp_fr = tmp_fl *
tmp_fq;\n\t\t float tmp_fs = tmp_fr - tmp_fl;\n\t\t float tmp_ft = tmp_fm
* tmp_fs;\n\t\t float tmp_fu = tmp_fl + tmp_ft;\n\t\t float tmp_fx =
tmp_eu * (float)0.190000057;\n\t\t float tmp_fy = (float)0.529999971 + tmp_fx;\n\t\t
float tmp_fz = tmp_fu * tmp_fy;\n\t\t float tmp_ga = tmp_fd * (float)0.190000057;\n\t\t
float tmp_gb = (float)1 + tmp_ga;\n\t\t float tmp_gc = tmp_fz * tmp_gb;\n\t\t
SetAttribute_3278B22F( /*inout */attributes.size, tmp_gc);\n\t\t}\n\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_r);\n\t\t{\n\t\t float3 tmp_dp = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t float3 tmp_dq = float3(attributes.shockwave,
attributes.shockwave, attributes.shockwave);\n\t\t float3 tmp_ds = tmp_dp
+ float3(0.150000006, 0, 0);\n\t\t float3 tmp_dt = tmp_ds - tmp_dp;\n\t\t
float3 tmp_du = tmp_dq * tmp_dt;\n\t\t float3 tmp_dv = tmp_dp + tmp_du;\n\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dv);\n\t\t}\n\t\t{\n\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.5);\n\t\t}\n\t\t{\n\t\t bool tmp_dq
= attributes.shockwave > (float)0;\n\t\t bool tmp_ds = attributes.shockwave
< (float)0.800000012;\n\t\t bool tmp_dt = tmp_dq && tmp_ds;\n\t\t uint
tmp_du = attributes.particleId ^ asuint(uniform_g);\n\t\t float tmp_dv =
FixedRand(tmp_du);\n\t\t bool tmp_dx = tmp_dv > (float)0.5;\n\t\t bool
tmp_dy = tmp_dt && tmp_dx;\n\t\t uint tmp_eb = tmp_dy ? (uint)1 : (uint)0;\n\t\t
uint tmp_ec = tmp_eb * asuint(uniform_bz);\n\t\t attributes.eventCount =
0u;\n\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ec);\n\t\t
eventCount_a += attributes.eventCount;\n\t\t}\n\t\t{\n\t\t bool tmp_dp =
!attributes.collapseStarted;\n\t\t float tmp_dr = tmp_dp ? uniform_d : (float)1;\n\t\t
float tmp_dt = max(tmp_dr, (float)0);\n\t\t float tmp_du = min(tmp_dt, (float)1);\n\t\t
float tmp_dw = tmp_du * (float)60;\n\t\t bool tmp_dx = tmp_dw > attributes.shockwaveMask;\n\t\t
float tmp_dy = tmp_dp ? uniform_e : (float)1;\n\t\t float tmp_ea = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_ec = min(tmp_ea, (float)100);\n\t\t float
tmp_ed = tmp_ec / (float)100;\n\t\t float tmp_ef = tmp_ed * (float)-0.5;\n\t\t
float tmp_eg = (float)0.5 + tmp_ef;\n\t\t float tmp_eh = tmp_dy + tmp_eg;\n\t\t
float tmp_ei = max(tmp_eh, (float)0);\n\t\t float tmp_ej = min(tmp_ei, (float)1);\n\t\t
float3 tmp_en = 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_eo = tmp_en[0];\n\t\t
float tmp_eq = tmp_eo - (float)-1;\n\t\t float tmp_es = tmp_eq / (float)2;\n\t\t
float tmp_eu = tmp_es * (float)5;\n\t\t float tmp_ev = (float)-2 + tmp_eu;\n\t\t
float tmp_ew = max(tmp_ev, (float)0);\n\t\t float tmp_ex = min(tmp_ew, (float)1);\n\t\t
float tmp_ey = (float)1 - tmp_ej;\n\t\t float tmp_ez = tmp_ex * tmp_ey;\n\t\t
float tmp_fa = tmp_ej + tmp_ez;\n\t\t float tmp_fb = max(tmp_fa, (float)0);\n\t\t
float tmp_fc = min(tmp_fb, (float)1);\n\t\t float tmp_fd = tmp_dx ? tmp_fc
: (float)0;\n\t\t float tmp_ff = tmp_fd - (float)0.800000012;\n\t\t float
tmp_fg = ceil(tmp_ff);\n\t\t float tmp_fh = saturate(tmp_fg);\n\t\t bool
tmp_fi = tmp_fh > (float)0.800000012;\n\t\t bool tmp_fk = tmp_fi ? (bool)true
: attributes.crumble;\n\t\t uint tmp_fl = attributes.particleId ^ asuint(uniform_g);\n\t\t
float tmp_fm = FixedRand(tmp_fl);\n\t\t bool tmp_fn = tmp_fm > (float)0.800000012;\n\t\t
uint tmp_fq = tmp_fn ? (uint)1 : (uint)0;\n\t\t int tmp_fr = (int)tmp_fq;\n\t\t
int tmp_ft = tmp_fk ? tmp_fr : (int)0;\n\t\t uint tmp_fu = (uint)tmp_ft;\n\t\t
uint tmp_fv = asuint(uniform_bz) * tmp_fu;\n\t\t attributes.eventCount =
0u;\n\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_fv);\n\t\t
eventCount_b += attributes.eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout
*/attributes.position, attributes.velocity, deltaTime_e);\n\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_e);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0xC + 0x2F900)
<< 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index * 0x8
+ 0xCA243) << 2,asuint(attributes.shockwaveMask));\n\t\tattributeBuffer.Store((index
* 0x4 + 0x129440) << 2,asuint(attributes.shockwave));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xCA244) << 2,uint(attributes.collapseStarted));\n\t\tattributeBuffer.Store((index
* 0x4 + 0x129441) << 2,uint(attributes.crumble));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0xCA240) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xCA245) << 2,asuint(attributes.angularVelocityX));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xCA246) << 2,asuint(attributes.angularVelocityY));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xCA247) << 2,asuint(attributes.angularVelocityZ));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x158D40) << 2,asuint(attributes.bodyAnim));\n\t\tattributeBuffer.Store((index
* 0x4 + 0x129442) << 2,asuint(attributes.bodyAnimNoise));\n\t\tattributeBuffer.Store((index
* 0x4 + 0x129443) << 2,asuint(attributes.Male));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F903) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F904) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F905) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x164B80) << 2,asuint(attributes.axisX));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x164B84) << 2,asuint(attributes.axisY));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x164B88) << 2,asuint(attributes.axisZ));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F906) << 2,asuint(attributes.pivotX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F907) << 2,asuint(attributes.pivotY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F908) << 2,asuint(attributes.pivotZ));\n\t\tattributeBuffer.Store((index
* 0xC + 0x2F909) << 2,asuint(attributes.size));\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x1F3680) << 2,asuint(attributes.color));\n\t\tfor (uint i = 0; i <
eventCount_a; ++i) eventListOut_a.Append(index);\n\t\tfor (uint i = 0; i <
eventCount_b; ++i) eventListOut_b.Append(index);\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[Body]B Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Angry/Body/(B) Output Particle
Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\"
\"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_UV_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_SHOCKWAVE_CURRENT
1\n\t\t#define VFX_USE_CRUMBLE_CURRENT 1\n\t\t#define VFX_USE_BODYANIM_CURRENT
1\n\t\t#define VFX_USE_BODYANIMNOISE_CURRENT 1\n\t\t#define VFX_USE_MALE_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define
VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
1\n\t\t#define VFX_USE_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_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define
USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT
1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define
HDRP_USE_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_u;\n\t\t float3 uniform_m;\n\t\t
float Size_a;\n\t\t float uniform_b;\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_n;\n\t\t
float uniform_o;\n\t\t float uniform_p;\n\t\t float uniform_q;\n\t\t
float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t
float uniform_v;\n\t\t float uniform_w;\n\t\t float uniform_x;\n\t\t
float uniform_y;\n\t\t float uniform_ba;\n\t\t float uniform_bb;\n\t\t
float uniform_bc;\n\t\t float uniform_bd;\n\t\t float uniform_be;\n\t\t
float uniform_bf;\n\t\t float uniform_bg;\n\t\t float uniform_bh;\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 bodyAnim;\n\t\t
float bodyAnimNoise;\n\t\t float Male;\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 pivotX;\n\t\t float pivotY;\n\t\t float
pivotZ;\n\t\t float size;\n\t\t float3 color;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\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 texture_z;\n\t\tSamplerState
samplertexture_z;\n\t\tfloat4 texture_z_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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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_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\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_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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t\t{\n\t\t\t\t float tmp_cy =
attributes.size * (float)30;\n\t\t\t\t float4 tmp_db = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dc = tmp_db[2];\n\t\t\t\t float tmp_dd = (float)1 - tmp_dc;\n\t\t\t\t
float tmp_de = tmp_cy * tmp_dd;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_de);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout
*/attributes.size, attributes.Male);\n\t\t\t\t{\n\t\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, (float)0.769999981);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_cx = attributes.color[0];\n\t\t\t\t float tmp_cy = attributes.color[1];\n\t\t\t\t
float tmp_cz = attributes.color[2];\n\t\t\t\t float4 tmp_db = float4(tmp_cx,
tmp_cy, tmp_cz, (float)1);\n\t\t\t\t uint tmp_dd = attributes.particleId
^ asuint(uniform_i);\n\t\t\t\t float tmp_de = FixedRand(tmp_dd);\n\t\t\t\t
float tmp_df = tmp_de * uniform_j;\n\t\t\t\t float tmp_dg = uniform_h +
tmp_df;\n\t\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t\t float tmp_di
= uniform_k + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.uv[1];\n\t\t\t\t
float tmp_dk = uniform_l + tmp_dj;\n\t\t\t\t float2 tmp_dl = float2(tmp_di,
tmp_dk);\n\t\t\t\t float3 tmp_dn = GeneratePerlinNoise(tmp_dl, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_do = tmp_dn[0];\n\t\t\t\t
float tmp_dq = tmp_do - (float)-1;\n\t\t\t\t float tmp_ds = tmp_dq / (float)2;\n\t\t\t\t
float tmp_dt = max(tmp_ds, uniform_n);\n\t\t\t\t float tmp_du = min(tmp_dt,
uniform_o);\n\t\t\t\t float tmp_dv = tmp_du - uniform_n;\n\t\t\t\t float
tmp_dw = tmp_dv / uniform_p;\n\t\t\t\t float tmp_dx = tmp_de * uniform_r;\n\t\t\t\t
float tmp_dy = uniform_q + tmp_dx;\n\t\t\t\t float tmp_dz = tmp_dy - tmp_dg;\n\t\t\t\t
float tmp_ea = tmp_dw * tmp_dz;\n\t\t\t\t float tmp_eb = tmp_dg + tmp_ea;\n\t\t\t\t
float tmp_ec = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_ed = (bool)asuint(uniform_t) ? tmp_ec : (float)0;\n\t\t\t\t float tmp_ee
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_ed;\n\t\t\t\t float
tmp_ef = (bool)asuint(uniform_g) ? tmp_eb : tmp_ee;\n\t\t\t\t float tmp_eg
= (bool)asuint(uniform_f) ? (float)0 : tmp_ef;\n\t\t\t\t float tmp_eh =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_eg;\n\t\t\t\t float
tmp_ei = (bool)asuint(uniform_d) ? attributes.Male : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_b) ? (float)0 : tmp_ei;\n\t\t\t\t float4 tmp_ek
= float4(tmp_ej, tmp_ej, tmp_ej, tmp_ej);\n\t\t\t\t float4 tmp_el = tmp_ek
* uniform_u;\n\t\t\t\t float4 tmp_em = uniform_c + tmp_el;\n\t\t\t\t
float4 tmp_en = (bool)asuint(uniform_b) ? tmp_db : tmp_em;\n\t\t\t\t float
tmp_eo = tmp_en[0];\n\t\t\t\t float tmp_ep = tmp_en[1];\n\t\t\t\t float
tmp_eq = tmp_en[2];\n\t\t\t\t float3 tmp_er = float3(tmp_eo, tmp_ep, tmp_eq);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_er);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_cy = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_da
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_db = tmp_cy &&
tmp_da;\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dd = tmp_db ? tmp_dc : tmp_dc;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_cx = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float3 tmp_de
= tmp_cx - tmp_cx;\n\t\t\t\t float3 tmp_df = tmp_dd * tmp_de;\n\t\t\t\t
float3 tmp_dg = tmp_cx + tmp_df;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_de =
attributes.uv[0];\n\t\t\t\t bool tmp_dg = tmp_de > (float)0.504999995;\n\t\t\t\t
float tmp_dh = tmp_dg ? uniform_v : uniform_w;\n\t\t\t\t float3 tmp_di =
float3(tmp_dh, uniform_x, uniform_y);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dk = tmp_dj[0];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk,
tmp_dk);\n\t\t\t\t float3 tmp_dm = tmp_di * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_cx + tmp_dm;\n\t\t\t\t float tmp_do = tmp_dg ? uniform_ba :
uniform_bb;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bc, uniform_bd);\n\t\t\t\t
float tmp_dq = tmp_dj[1];\n\t\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t float3
tmp_dt = tmp_dn + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dg ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dw = tmp_dj[2];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t\t float3
tmp_dz = tmp_dt + tmp_dy;\n\t\t\t\t float3 tmp_ea = tmp_dz - tmp_cx;\n\t\t\t\t
float3 tmp_eb = tmp_dd * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_cx + tmp_eb;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ec);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_cx = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_da = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_db = tmp_da[2];\n\t\t\t\t float tmp_dc = (float)1 - tmp_db;\n\t\t\t\t
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n\t\t\t\t float tmp_df =
attributes.uv[0];\n\t\t\t\t bool tmp_dh = tmp_df > (float)0.504999995;\n\t\t\t\t
float tmp_di = tmp_dh ? (float)0 : (float)0;\n\t\t\t\t float3 tmp_dj = float3((float)56.4900017,
tmp_di, tmp_di);\n\t\t\t\t float4 tmp_dk = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dl = tmp_dk[0];\n\t\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl,
tmp_dl);\n\t\t\t\t float3 tmp_dn = tmp_dj * tmp_dm;\n\t\t\t\t float3
tmp_do = tmp_cx + tmp_dn;\n\t\t\t\t float3 tmp_dp = float3((float)0, tmp_di,
tmp_di);\n\t\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t\t float3 tmp_ds = tmp_dp * tmp_dr;\n\t\t\t\t
float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t\t float tmp_du = tmp_dk[2];\n\t\t\t\t
float3 tmp_dv = float3(tmp_du, tmp_du, tmp_du);\n\t\t\t\t float3 tmp_dw
= tmp_dp * tmp_dv;\n\t\t\t\t float3 tmp_dx = tmp_dt + tmp_dw;\n\t\t\t\t
float3 tmp_dy = tmp_dx - tmp_cx;\n\t\t\t\t float3 tmp_dz = tmp_dd * tmp_dy;\n\t\t\t\t
float3 tmp_ea = tmp_cx + tmp_dz;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ea);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_cz = attributes.uv[0];\n\t\t\t\t
bool tmp_db = tmp_cz > (float)0.504999995;\n\t\t\t\t float tmp_de = tmp_db
? (float)0.170000002 : (float)-0.170000002;\n\t\t\t\t float3 tmp_dh = float3(tmp_de,
(float)0.0399999991, (float)0);\n\t\t\t\t float3 tmp_di = tmp_cx + tmp_dh;\n\t\t\t\t
float3 tmp_dj = tmp_di - tmp_cx;\n\t\t\t\t float3 tmp_dk = tmp_cy * tmp_dj;\n\t\t\t\t
float3 tmp_dl = tmp_cx + tmp_dk;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_dl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cx = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t\t float3 tmp_cy = float3(attributes.bodyAnim,
attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t float tmp_da = attributes.uv[0];\n\t\t\t\t
bool tmp_dc = tmp_da > (float)0.504999995;\n\t\t\t\t float tmp_df = tmp_dc
? (float)15 : (float)-15;\n\t\t\t\t float3 tmp_dg = float3((float)0, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = tmp_cx + tmp_dg;\n\t\t\t\t float3
tmp_di = tmp_dh - tmp_cx;\n\t\t\t\t float3 tmp_dj = tmp_cy * tmp_di;\n\t\t\t\t
float3 tmp_dk = tmp_cx + tmp_dj;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_cz = attributes.bodyAnim
* (float)-0.399999976;\n\t\t\t\t float tmp_da = (float)1 + tmp_cz;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_da);\n\t\t\t\t}\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: 0
name: '[Body]A Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Angry/Body/(A) Output Particle
Lit Mesh\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\"
\"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_UV_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_SHOCKWAVE_CURRENT
1\n\t\t#define VFX_USE_CRUMBLE_CURRENT 1\n\t\t#define VFX_USE_BODYANIMNOISE_CURRENT
1\n\t\t#define VFX_USE_MALE_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_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define
VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_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_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS
1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define
HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define
HDRP_USE_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_u;\n\t\t float3 Color_c;\n\t\t
float uniform_b;\n\t\t float3 uniform_m;\n\t\t float uniform_d;\n\t\t
float2 uniform_bj;\n\t\t float2 uniform_bk;\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_n;\n\t\t float uniform_o;\n\t\t
float uniform_p;\n\t\t float uniform_q;\n\t\t float uniform_r;\n\t\t
float uniform_s;\n\t\t float uniform_t;\n\t\t float uniform_v;\n\t\t
float uniform_x;\n\t\t float uniform_y;\n\t\t float uniform_z;\n\t\t
float uniform_ba;\n\t\t float uniform_bb;\n\t\t float uniform_bc;\n\t\t
float uniform_bd;\n\t\t float uniform_be;\n\t\t float uniform_bf;\n\t\t
float uniform_bg;\n\t\t float uniform_bh;\n\t\t float uniform_bi;\n\t\t
float Size_l;\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 bodyAnimNoise;\n\t\t
float Male;\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
pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float3 color;\n\t\t uint particleId;\n\t\t float alpha;\n\t\t float
scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\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 texture_w;\n\t\tSamplerState
samplertexture_w;\n\t\tfloat4 texture_w_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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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_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_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_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\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_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t position = Position;\n\t\t\t}\n\t\t\tvoid
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_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\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
* 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0xBE400) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F80) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F81) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x222F82) << 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
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t bool tmp_de = tmp_dd > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_de);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dc = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dc);\n\t\t\t\t}\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t\t{\n\t\t\t\t float4 tmp_dc
= SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_dd);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t\t{\n\t\t\t\t float tmp_db = attributes.color[0];\n\t\t\t\t
float tmp_dc = attributes.color[1];\n\t\t\t\t float tmp_dd = attributes.color[2];\n\t\t\t\t
float4 tmp_df = float4(tmp_db, tmp_dc, tmp_dd, (float)1);\n\t\t\t\t uint
tmp_dh = attributes.particleId ^ asuint(uniform_i);\n\t\t\t\t float tmp_di
= FixedRand(tmp_dh);\n\t\t\t\t float tmp_dj = tmp_di * uniform_j;\n\t\t\t\t
float tmp_dk = uniform_h + tmp_dj;\n\t\t\t\t float tmp_dl = attributes.uv[0];\n\t\t\t\t
float tmp_dm = uniform_k + tmp_dl;\n\t\t\t\t float tmp_dn = attributes.uv[1];\n\t\t\t\t
float tmp_do = uniform_l + tmp_dn;\n\t\t\t\t float2 tmp_dp = float2(tmp_dm,
tmp_do);\n\t\t\t\t float3 tmp_dr = GeneratePerlinNoise(tmp_dp, uniform_m.x,
(int)2, uniform_m.y, uniform_m.z);\n\t\t\t\t float tmp_ds = tmp_dr[0];\n\t\t\t\t
float tmp_du = tmp_ds - (float)-1;\n\t\t\t\t float tmp_dw = tmp_du / (float)2;\n\t\t\t\t
float tmp_dx = max(tmp_dw, uniform_n);\n\t\t\t\t float tmp_dy = min(tmp_dx,
uniform_o);\n\t\t\t\t float tmp_dz = tmp_dy - uniform_n;\n\t\t\t\t float
tmp_ea = tmp_dz / uniform_p;\n\t\t\t\t float tmp_eb = tmp_di * uniform_r;\n\t\t\t\t
float tmp_ec = uniform_q + tmp_eb;\n\t\t\t\t float tmp_ed = tmp_ec - tmp_dk;\n\t\t\t\t
float tmp_ee = tmp_ea * tmp_ed;\n\t\t\t\t float tmp_ef = tmp_dk + tmp_ee;\n\t\t\t\t
float tmp_eg = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_eh = (bool)asuint(uniform_t) ? tmp_eg : (float)0;\n\t\t\t\t float tmp_ei
= (bool)asuint(uniform_s) ? attributes.shockwave : tmp_eh;\n\t\t\t\t float
tmp_ej = (bool)asuint(uniform_g) ? tmp_ef : tmp_ei;\n\t\t\t\t float tmp_ek
= (bool)asuint(uniform_f) ? (float)0 : tmp_ej;\n\t\t\t\t float tmp_el =
(bool)asuint(uniform_e) ? attributes.bodyAnimNoise : tmp_ek;\n\t\t\t\t float
tmp_em = (bool)asuint(uniform_d) ? attributes.Male : tmp_el;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_b) ? (float)0 : tmp_em;\n\t\t\t\t float4 tmp_eo
= float4(tmp_en, tmp_en, tmp_en, tmp_en);\n\t\t\t\t float4 tmp_ep = tmp_eo
* uniform_u;\n\t\t\t\t float4 tmp_eq = uniform_c + tmp_ep;\n\t\t\t\t
float4 tmp_er = (bool)asuint(uniform_b) ? tmp_df : tmp_eq;\n\t\t\t\t float
tmp_es = tmp_er[0];\n\t\t\t\t float tmp_et = tmp_er[1];\n\t\t\t\t float
tmp_eu = tmp_er[2];\n\t\t\t\t float3 tmp_ev = float3(tmp_es, tmp_et, tmp_eu);\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ev);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
bool tmp_dc = attributes.Male > (float)0.400000006;\n\t\t\t\t bool tmp_de
= attributes.Male < (float)0.600000024;\n\t\t\t\t bool tmp_df = tmp_dc &&
tmp_de;\n\t\t\t\t float3 tmp_dg = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t\t float3 tmp_dh = tmp_df ? tmp_dg : tmp_dg;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dh);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t\t{\n\t\t\t\t
float3 tmp_db = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float4 tmp_di
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dj = tmp_di[0];\n\t\t\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj,
tmp_dj);\n\t\t\t\t float3 tmp_dl = float3(0, 0, 4.9000001) * tmp_dk;\n\t\t\t\t
float3 tmp_dm = tmp_db + tmp_dl;\n\t\t\t\t float tmp_do = tmp_di[1];\n\t\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t\t float3 tmp_dq
= float3(0, 0, 5.67000008) * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dm +
tmp_dq;\n\t\t\t\t float3 tmp_ds = tmp_dr - tmp_db;\n\t\t\t\t float3 tmp_dt
= tmp_dg * tmp_ds;\n\t\t\t\t float3 tmp_du = tmp_db + tmp_dt;\n\t\t\t\t
float tmp_dv = tmp_dd[3];\n\t\t\t\t float3 tmp_dw = float3(tmp_dv, tmp_dv,
tmp_dv);\n\t\t\t\t float3 tmp_dy = float3(0.0299999993, 0, 0) * tmp_dk;\n\t\t\t\t
float3 tmp_dz = tmp_db + tmp_dy;\n\t\t\t\t float3 tmp_eb = float3(0.300000012,
0, 0) * tmp_dp;\n\t\t\t\t float3 tmp_ec = tmp_dz + tmp_eb;\n\t\t\t\t
float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t
float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_ef - tmp_du;\n\t\t\t\t
float3 tmp_eh = tmp_dw * tmp_eg;\n\t\t\t\t float3 tmp_ei = tmp_du + tmp_eh;\n\t\t\t\t
SetAttribute_D5151642( /*inout */attributes.scaleX, /*inout */attributes.scaleY,
/*inout */attributes.scaleZ, tmp_ei);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_df = tmp_de * uniform_v;\n\t\t\t\t
float3 tmp_dg = float3(tmp_df, tmp_df, tmp_df);\n\t\t\t\t float tmp_dh =
attributes.uv[0];\n\t\t\t\t bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t\t
float tmp_dk = tmp_dj ? uniform_x : uniform_y;\n\t\t\t\t float3 tmp_dl =
float3(tmp_dk, uniform_z, uniform_ba);\n\t\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t\t float3
tmp_dq = tmp_db + tmp_dp;\n\t\t\t\t float tmp_dr = tmp_dj ? uniform_bb :
uniform_bc;\n\t\t\t\t float3 tmp_ds = float3(tmp_dr, uniform_bd, uniform_be);\n\t\t\t\t
float tmp_dt = tmp_dm[2];\n\t\t\t\t float3 tmp_du = float3(tmp_dt, tmp_dt,
tmp_dt);\n\t\t\t\t float3 tmp_dv = tmp_ds * tmp_du;\n\t\t\t\t float3
tmp_dw = tmp_dq + tmp_dv;\n\t\t\t\t float tmp_dx = tmp_dj ? uniform_bf :
uniform_bg;\n\t\t\t\t float3 tmp_dy = float3(tmp_dx, uniform_bh, uniform_bi);\n\t\t\t\t
float tmp_dz = tmp_dm[1];\n\t\t\t\t float3 tmp_ea = float3(tmp_dz, tmp_dz,
tmp_dz);\n\t\t\t\t float3 tmp_eb = tmp_dy * tmp_ea;\n\t\t\t\t float3
tmp_ec = tmp_dw + tmp_eb;\n\t\t\t\t float3 tmp_ed = tmp_ec - tmp_db;\n\t\t\t\t
float3 tmp_ee = tmp_dg * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_db + tmp_ee;\n\t\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3
tmp_db = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_df = tmp_de[0];\n\t\t\t\t float3 tmp_dg = float3(tmp_df, tmp_df,
tmp_df);\n\t\t\t\t float3 tmp_dh = float3(-35.5299988, 22.7299995, 15) *
tmp_dg;\n\t\t\t\t float3 tmp_di = tmp_db + tmp_dh;\n\t\t\t\t float tmp_dk
= tmp_de[2];\n\t\t\t\t float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n\t\t\t\t
float3 tmp_dm = float3(1.47000003, 7.55000019, 0) * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_di + tmp_dm;\n\t\t\t\t float2 tmp_dp = attributes.uv + uniform_bj;\n\t\t\t\t
float3 tmp_ds = GenerateCellularNoise(tmp_dp, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t\t float tmp_dt = tmp_ds[0];\n\t\t\t\t
float2 tmp_du = attributes.uv + uniform_bk;\n\t\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t\t
float tmp_dx = tmp_dw[0];\n\t\t\t\t float tmp_dz = tmp_dx - (float)-1;\n\t\t\t\t
float tmp_eb = tmp_dz / (float)2;\n\t\t\t\t float tmp_ed = tmp_eb * (float)0.200000003;\n\t\t\t\t
float tmp_ee = tmp_dt + tmp_ed;\n\t\t\t\t float tmp_ef = max(tmp_ee, (float)0);\n\t\t\t\t
float tmp_eh = min(tmp_ef, (float)1.20000005);\n\t\t\t\t float tmp_ei =
tmp_eh / (float)1.20000005;\n\t\t\t\t float3 tmp_ej = float3(tmp_ei, tmp_ei,
tmp_ei);\n\t\t\t\t float3 tmp_ek = float3(10, 10, 10) * tmp_ej;\n\t\t\t\t
float3 tmp_el = tmp_dn + tmp_ek;\n\t\t\t\t float tmp_em = tmp_el[0];\n\t\t\t\t
float tmp_en = attributes.uv[0];\n\t\t\t\t bool tmp_ep = tmp_en > (float)0.504999995;\n\t\t\t\t
float tmp_er = tmp_el[1];\n\t\t\t\t float tmp_es = tmp_el[2];\n\t\t\t\t
float3 tmp_et = float3((float)0, tmp_er, tmp_es);\n\t\t\t\t float3 tmp_eu
= float3(-1, -1, -1) * tmp_et;\n\t\t\t\t float3 tmp_ev = tmp_ep ? tmp_eu
: tmp_et;\n\t\t\t\t float tmp_ew = tmp_ev[1];\n\t\t\t\t float tmp_ex
= tmp_ev[2];\n\t\t\t\t float3 tmp_ey = float3(tmp_em, tmp_ew, tmp_ex);\n\t\t\t\t
float4 tmp_ez = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_fa = tmp_ez[3];\n\t\t\t\t float3 tmp_fb = float3(tmp_fa, tmp_fa,
tmp_fa);\n\t\t\t\t float3 tmp_fd = tmp_db + tmp_ek;\n\t\t\t\t float tmp_fe
= tmp_fd[0];\n\t\t\t\t float3 tmp_ff = float3(-1, -1, -1) * tmp_fd;\n\t\t\t\t
float3 tmp_fg = tmp_ep ? tmp_ff : tmp_fd;\n\t\t\t\t float tmp_fh = tmp_fg[1];\n\t\t\t\t
float tmp_fi = tmp_fg[2];\n\t\t\t\t float3 tmp_fj = float3(tmp_fe, tmp_fh,
tmp_fi);\n\t\t\t\t float3 tmp_fk = tmp_fj - tmp_db;\n\t\t\t\t float3
tmp_fl = float3(0.5, 0.5, 0.5) * tmp_fk;\n\t\t\t\t float3 tmp_fm = tmp_db
+ tmp_fl;\n\t\t\t\t float3 tmp_fn = tmp_db + tmp_fm;\n\t\t\t\t float3
tmp_fo = tmp_fn - tmp_ey;\n\t\t\t\t float3 tmp_fp = tmp_fb * tmp_fo;\n\t\t\t\t
float3 tmp_fq = tmp_ey + tmp_fp;\n\t\t\t\t float3 tmp_fr = attributes.crumble
? tmp_db : tmp_fq;\n\t\t\t\t SetAttribute_48A7BEFF( /*inout */attributes.angleX,
/*inout */attributes.angleY, /*inout */attributes.angleZ, tmp_fr);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_l);\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 2]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_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define
VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_UV_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT
1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_SOURCE 1\n#define
VFX_USE_ANGLEY_SOURCE 1\n#define VFX_USE_ANGLEZ_SOURCE 1\n#define VFX_USE_POSITION_SOURCE
1\n#define VFX_USE_AXISY_SOURCE 1\n#define VFX_USE_COLOR_SOURCE 1\n#define
VFX_USE_SPAWNER_FROM_GPU 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_d;\n float uniform_a;\n float uniform_b;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 axisY;\n float3 color;\n float3
velocity;\n uint seed;\n float angularVelocityX;\n float angularVelocityY;\n
float angularVelocityZ;\n float size;\n float lifetime;\n uint particleId;\n
float2 uv;\n float age;\n float3 axisX;\n float3 axisZ;\n};\n\nstruct
SourceAttributes\n{\n float angleX;\n float angleY;\n float angleZ;\n
float3 position;\n float3 axisY;\n float3 color;\n};\n\nTexture2D texture_c;\nSamplerState
samplertexture_c;\nfloat4 texture_c_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
SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\n}\nvoid SetAttribute_48A55756(inout
float angleX, inout float angleY, inout float angleZ, float3 Value) /*attribute:angle
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n angleX
= Value.x;\n angleY = Value.y;\n angleZ = Value.z;\n}\nvoid SetAttribute_CAC02F9E(inout
float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_6F357065(inout
float3 axisY, float3 Value) /*attribute:axisY Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n axisY = Value;\n}\nvoid SetAttribute_FDCE071E(inout
float3 color, float3 Value) /*attribute:color Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n color = Value;\n}\nvoid SetAttribute_E629755(inout
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
SetAttribute_48A7BD6A(inout float angleX, inout float angleY, inout float angleZ,
inout uint seed, float3 A, float3 B) /*attribute:angle Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n angleX = lerp(A.x,B.x,RAND);\n
angleY = lerp(A.y,B.y,RAND);\n angleZ = lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_FA958722(inout
float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ,
inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n angularVelocityX =
lerp(A.x,B.x,RAND);\n angularVelocityY = lerp(A.y,B.y,RAND);\n angularVelocityZ
= lerp(A.z,B.z,RAND);\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_F0142B34(inout float lifetime,
inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\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 \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.alive = (bool)true;\n attributes.angleX = (float)0;\n
attributes.angleY = (float)0;\n attributes.angleZ = (float)0;\n
attributes.position = float3(0, 0, 0);\n attributes.axisY = float3(0,
1, 0);\n attributes.color = float3(1, 1, 1);\n attributes.velocity
= float3(0, 0, 0);\n attributes.seed = (uint)0;\n attributes.angularVelocityX
= (float)0;\n attributes.angularVelocityY = (float)0;\n attributes.angularVelocityZ
= (float)0;\n attributes.size = (float)0.100000001;\n attributes.lifetime
= (float)1;\n attributes.particleId = (uint)0;\n attributes.uv
= float2(0, 0);\n attributes.age = (float)0;\n attributes.axisX
= float3(1, 0, 0);\n attributes.axisZ = float3(0, 0, 1);\n sourceAttributes.angleX
= asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x2F903) << 2));\n
sourceAttributes.angleY = asfloat(sourceAttributeBuffer.Load((sourceIndex *
0xC + 0x2F904) << 2));\n sourceAttributes.angleZ = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0xC + 0x2F905) << 2));\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0x2F900) << 2));\n sourceAttributes.axisY = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0x164B84) << 2));\n sourceAttributes.color = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x4 + 0x1F3680) << 2));\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_bf = attributes.particleId
^ asuint(uniform_b);\n float tmp_bg = FixedRand(tmp_bf);\n
float tmp_bi = tmp_bg * (float)0.99000001;\n bool tmp_bj = uniform_a
> tmp_bi;\n SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_bj);\n
}\n {\n float tmp_bf = sourceAttributes.angleX;\n
float tmp_bg = sourceAttributes.angleY;\n float tmp_bh = sourceAttributes.angleZ;\n
float3 tmp_bi = float3(tmp_bf, tmp_bg, tmp_bh);\n SetAttribute_48A55756(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_bi);\n }\n {\n float3 tmp_bf = sourceAttributes.position;\n
SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_bf);\n }\n
{\n float3 tmp_bf = sourceAttributes.axisY;\n SetAttribute_6F357065(
/*inout */attributes.axisY, tmp_bf);\n }\n {\n float3
tmp_bf = sourceAttributes.color;\n SetAttribute_FDCE071E( /*inout
*/attributes.color, tmp_bf);\n }\n {\n float3 tmp_bg
= attributes.axisY * float3(8, 8, 8);\n float4 tmp_bk = GeneratePerlinNoise(attributes.position,
float3(0.5, 1, 1).x, (int)2, float3(0.5, 1, 1).y, float3(0.5, 1, 1).z);\n
float tmp_bl = tmp_bk[0];\n float tmp_bm = tmp_bl - (float)-1;\n
float tmp_bo = tmp_bm / (float)2;\n float tmp_bq = tmp_bo * (float)3;\n
float tmp_br = (float)-1 + tmp_bq;\n float3 tmp_bs = float3(tmp_br,
tmp_br, tmp_br);\n float3 tmp_bt = tmp_bg * tmp_bs;\n
float tmp_bu = tmp_bt[0];\n float tmp_bv = tmp_bt[1];\n
float tmp_bw = tmp_bt[2];\n float4 tmp_by = float4(tmp_bu, tmp_bv,
tmp_bw, (float)0);\n float tmp_ca = abs(tmp_br);\n float3
tmp_cb = float3(tmp_ca, tmp_ca, tmp_ca);\n float3 tmp_cc = float3(0,
0, -5) * tmp_cb;\n float tmp_cd = tmp_cc[0];\n float
tmp_ce = tmp_cc[1];\n float tmp_cf = tmp_cc[2];\n float4
tmp_cg = float4(tmp_cd, tmp_ce, tmp_cf, (float)0);\n float4 tmp_ch
= tmp_by + tmp_cg;\n float4 tmp_ci = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n
float4 tmp_cj = tmp_ci * uniform_d;\n float4 tmp_ck = tmp_ch + tmp_cj;\n
float tmp_cl = tmp_ck[0];\n float tmp_cm = tmp_ck[1];\n
float tmp_cn = tmp_ck[2];\n float3 tmp_co = float3(tmp_cl, tmp_cm,
tmp_cn);\n SetAttribute_E629755( /*inout */attributes.velocity,
tmp_co);\n }\n {\n SetAttribute_48A7BD6A( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
/*inout */attributes.seed, float3(-20, -20, -20), float3(20, 20, 20));\n
}\n {\n SetAttribute_FA958722( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
/*inout */attributes.seed, float3(-100, -100, -100), float3(100, 100, 100));\n
}\n {\n uint tmp_bg = attributes.particleId ^ asuint(uniform_b);\n
float tmp_bh = FixedRand(tmp_bg);\n float tmp_bj = tmp_bh * (float)2;\n
float tmp_bk = (float)3 + tmp_bj;\n float4 tmp_bo = GeneratePerlinNoise(attributes.position,
float3(0.5, 1, 1).x, (int)2, float3(0.5, 1, 1).y, float3(0.5, 1, 1).z);\n
float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bp - (float)-1;\n
float tmp_br = tmp_bq / (float)2;\n float tmp_bs = tmp_br * (float)3;\n
float tmp_bt = (float)-1 + tmp_bs;\n bool tmp_bv = tmp_bt > (float)1;\n
float tmp_bw = (float)1 + tmp_bh;\n float tmp_bz = tmp_bh * (float)0.25;\n
float tmp_ca = (float)0.5 + tmp_bz;\n float tmp_cb = tmp_bv ? tmp_bw
: tmp_ca;\n float tmp_cc = tmp_bk * tmp_cb;\n SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cc);\n }\n {\n SetAttribute_F0142B34(
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)4, (float)10);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store((index * 0xC + 0x3) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0xC + 0x9) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store3((index * 0xC + 0x125100) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0x4 + 0x24A200) << 2,asuint(attributes.color));\n
attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x4 + 0x2ABD00) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x4 + 0x2ABD01) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x4 + 0x2ABD02) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x1 + 0x30D800) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0x1 + 0x325EC0) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x4 + 0x2ABD03) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0xC + 0xA) << 2,asuint(attributes.age));\n
attributeBuffer.Store3((index * 0xC + 0x125104) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x125108) << 2,asuint(attributes.axisZ));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 2]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_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 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float3 uniform_b;\n
float uniform_a;\n float3 uniform_c;\n float deltaTime_a;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 velocity;\n float angularVelocityX;\n
float angularVelocityY;\n float angularVelocityZ;\n float size;\n
float lifetime;\n uint particleId;\n float mass;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid Force_0(inout float3 velocity, float mass, float3 Force,
float deltaTime) /*Mode:Absolute */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid
EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
position += velocity * deltaTime;\n}\nvoid AngularEulerIntegration(inout float
angleX, float angularVelocityX, inout float angleY, float angularVelocityY,
inout float angleZ, float angularVelocityZ, float deltaTime)\n{\n \n
angleX += angularVelocityX * deltaTime;\n \n angleY += angularVelocityY
* deltaTime;\n \n angleZ += angularVelocityZ * deltaTime;\n \n}\nvoid
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD00) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD01) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD02) << 2));\n\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2ABD03) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0xA) << 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 bool tmp_bi = attributes.size
> (float)2.99000001;\n\t\t\t bool tmp_bl = attributes.size > (float)2;\n\t\t\t
float tmp_bo = attributes.age / attributes.lifetime;\n\t\t\t float tmp_bq
= tmp_bo * (float)-3;\n\t\t\t float tmp_br = (float)3 + tmp_bq;\n\t\t\t
float tmp_bs = tmp_bl ? (float)4 : tmp_br;\n\t\t\t float tmp_bt = tmp_bi
? (float)0.200000003 : tmp_bs;\n\t\t\t uint tmp_bu = attributes.particleId
^ asuint(uniform_a);\n\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t
float tmp_bw = tmp_bt * tmp_bv;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
tmp_bw, (float)0, (float)2, (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t\t float tmp_bi
= FixedRand(tmp_bh);\n\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t
float3 tmp_bk = tmp_bj * uniform_c;\n\t\t\t float3 tmp_bl = uniform_b +
tmp_bk;\n\t\t\t Force_0( /*inout */attributes.velocity, attributes.mass,
tmp_bl, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\t\tAngularEulerIntegration( /*inout
*/attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_a);\n\t\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0xC
+ 0x7) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0xA) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD00) << 2));\n\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD01) << 2));\n\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x2ABD02) << 2));\n\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2ABD03) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0xA) << 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
bool tmp_bi = attributes.size > (float)2.99000001;\n\t\t bool tmp_bl = attributes.size
> (float)2;\n\t\t float tmp_bo = attributes.age / attributes.lifetime;\n\t\t
float tmp_bq = tmp_bo * (float)-3;\n\t\t float tmp_br = (float)3 + tmp_bq;\n\t\t
float tmp_bs = tmp_bl ? (float)4 : tmp_br;\n\t\t float tmp_bt = tmp_bi ?
(float)0.200000003 : tmp_bs;\n\t\t uint tmp_bu = attributes.particleId ^
asuint(uniform_a);\n\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t float
tmp_bw = tmp_bt * tmp_bv;\n\t\t Turbulence_18D(attributes.position, /*inout
*/attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
tmp_bw, (float)0, (float)2, (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
uint tmp_bh = attributes.particleId ^ asuint(uniform_a);\n\t\t float tmp_bi
= FixedRand(tmp_bh);\n\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t
float3 tmp_bk = tmp_bj * uniform_c;\n\t\t float3 tmp_bl = uniform_b + tmp_bk;\n\t\t
Force_0( /*inout */attributes.velocity, attributes.mass, tmp_bl, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0xC + 0x7) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0xC + 0xA) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 2]Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Angry/System 2/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_ALIVE_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_POSITION_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_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 Size_c;\n\t\t float3 Color_a;\n\t\t float smoothness;\n\t\t
float metallic;\n\t\t float normalScale;\n\t\t float currentFrameIndex;\n\t\t
uint PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
bool alive;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t
float3 position;\n\t\t float3 axisY;\n\t\t float3 color;\n\t\t float3
velocity;\n\t\t float size;\n\t\t float lifetime;\n\t\t float age;\n\t\t
float alpha;\n\t\t float3 axisX;\n\t\t float3 axisZ;\n\t\t float pivotX;\n\t\t
float pivotY;\n\t\t float pivotZ;\n\t\t float scaleX;\n\t\t float
scaleY;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\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_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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t
WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t
}\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma
multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t
\n\t\t \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\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_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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\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\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 3]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_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ANGLEX_SOURCE 1\n#define VFX_USE_ANGLEY_SOURCE
1\n#define VFX_USE_ANGLEZ_SOURCE 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
VFX_USE_AXISY_SOURCE 1\n#define VFX_USE_SPAWNER_FROM_GPU 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_d;\n float uniform_a;\n float uniform_b;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 axisY;\n float3 velocity;\n
uint seed;\n float angularVelocityX;\n float angularVelocityY;\n float
angularVelocityZ;\n float size;\n float lifetime;\n uint particleId;\n
float2 uv;\n float age;\n float3 axisX;\n float3 axisZ;\n float3
color;\n};\n\nstruct SourceAttributes\n{\n float angleX;\n float angleY;\n
float angleZ;\n float3 position;\n float3 axisY;\n};\n\nTexture2D texture_c;\nSamplerState
samplertexture_c;\nfloat4 texture_c_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
SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\n}\nvoid SetAttribute_48A55756(inout
float angleX, inout float angleY, inout float angleZ, float3 Value) /*attribute:angle
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n angleX
= Value.x;\n angleY = Value.y;\n angleZ = Value.z;\n}\nvoid SetAttribute_CAC02F9E(inout
float3 position, float3 Value) /*attribute:position Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n position = Value;\n}\nvoid SetAttribute_6F357065(inout
float3 axisY, float3 Value) /*attribute:axisY Composition:Overwrite Source:Source
Random:Off channels:XYZ */\n{\n axisY = Value;\n}\nvoid SetAttribute_E629755(inout
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid
SetAttribute_48A7BD6A(inout float angleX, inout float angleY, inout float angleZ,
inout uint seed, float3 A, float3 B) /*attribute:angle Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n angleX = lerp(A.x,B.x,RAND);\n
angleY = lerp(A.y,B.y,RAND);\n angleZ = lerp(A.z,B.z,RAND);\n}\nvoid SetAttribute_FA958722(inout
float angularVelocityX, inout float angularVelocityY, inout float angularVelocityZ,
inout uint seed, float3 A, float3 B) /*attribute:angularVelocity Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n angularVelocityX =
lerp(A.x,B.x,RAND);\n angularVelocityY = lerp(A.y,B.y,RAND);\n angularVelocityZ
= lerp(A.z,B.z,RAND);\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_F0142B34(inout float lifetime,
inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\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 \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.alive = (bool)true;\n attributes.angleX = (float)0;\n
attributes.angleY = (float)0;\n attributes.angleZ = (float)0;\n
attributes.position = float3(0, 0, 0);\n attributes.axisY = float3(0,
1, 0);\n attributes.velocity = float3(0, 0, 0);\n attributes.seed
= (uint)0;\n attributes.angularVelocityX = (float)0;\n attributes.angularVelocityY
= (float)0;\n attributes.angularVelocityZ = (float)0;\n attributes.size
= (float)0.100000001;\n attributes.lifetime = (float)1;\n attributes.particleId
= (uint)0;\n attributes.uv = float2(0, 0);\n attributes.age =
(float)0;\n attributes.axisX = float3(1, 0, 0);\n attributes.axisZ
= float3(0, 0, 1);\n attributes.color = float3(1, 1, 1);\n sourceAttributes.angleX
= asfloat(sourceAttributeBuffer.Load((sourceIndex * 0xC + 0x2F903) << 2));\n
sourceAttributes.angleY = asfloat(sourceAttributeBuffer.Load((sourceIndex *
0xC + 0x2F904) << 2));\n sourceAttributes.angleZ = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0xC + 0x2F905) << 2));\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0x2F900) << 2));\n sourceAttributes.axisY = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0x164B84) << 2));\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_bf = attributes.particleId
^ asuint(uniform_b);\n float tmp_bg = FixedRand(tmp_bf);\n
float tmp_bi = tmp_bg * (float)0.99000001;\n bool tmp_bj = uniform_a
> tmp_bi;\n SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_bj);\n
}\n {\n float tmp_bf = sourceAttributes.angleX;\n
float tmp_bg = sourceAttributes.angleY;\n float tmp_bh = sourceAttributes.angleZ;\n
float3 tmp_bi = float3(tmp_bf, tmp_bg, tmp_bh);\n SetAttribute_48A55756(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_bi);\n }\n {\n float3 tmp_bf = sourceAttributes.position;\n
SetAttribute_CAC02F9E( /*inout */attributes.position, tmp_bf);\n }\n
{\n float3 tmp_bf = sourceAttributes.axisY;\n SetAttribute_6F357065(
/*inout */attributes.axisY, tmp_bf);\n }\n {\n uint
tmp_bf = attributes.particleId ^ asuint(uniform_b);\n float tmp_bg
= FixedRand(tmp_bf);\n float tmp_bi = tmp_bg * (float)2;\n
float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n float3 tmp_bk
= attributes.axisY * tmp_bj;\n float4 tmp_bo = GeneratePerlinNoise(attributes.position,
float3(0.5, 1, 1).x, (int)2, float3(0.5, 1, 1).y, float3(0.5, 1, 1).z);\n
float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bp - (float)-1;\n
float tmp_br = tmp_bq / (float)2;\n float tmp_bt = tmp_br * (float)3;\n
float tmp_bu = (float)-1 + tmp_bt;\n float3 tmp_bv = float3(tmp_bu,
tmp_bu, tmp_bu);\n float3 tmp_bw = tmp_bk * tmp_bv;\n
float tmp_bx = tmp_bw[0];\n float tmp_by = tmp_bw[1];\n
float tmp_bz = tmp_bw[2];\n float4 tmp_cb = float4(tmp_bx, tmp_by,
tmp_bz, (float)0);\n float tmp_cd = abs(tmp_bu);\n float3
tmp_ce = float3(tmp_cd, tmp_cd, tmp_cd);\n float3 tmp_cf = float3(0,
0, 3) * tmp_ce;\n float tmp_cg = tmp_cf[0];\n float tmp_ch
= tmp_cf[1];\n float tmp_ci = tmp_cf[2];\n float4 tmp_cj
= float4(tmp_cg, tmp_ch, tmp_ci, (float)0);\n float4 tmp_ck = tmp_cb
+ tmp_cj;\n float4 tmp_cl = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n
float4 tmp_cm = tmp_cl * uniform_d;\n float4 tmp_cn = tmp_ck + tmp_cm;\n
float tmp_co = tmp_cn[0];\n float tmp_cp = tmp_cn[1];\n
float tmp_cq = tmp_cn[2];\n float3 tmp_cr = float3(tmp_co, tmp_cp,
tmp_cq);\n SetAttribute_E629755( /*inout */attributes.velocity,
tmp_cr);\n }\n {\n SetAttribute_48A7BD6A( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
/*inout */attributes.seed, float3(-20, -20, -20), float3(20, 20, 20));\n
}\n {\n SetAttribute_FA958722( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
/*inout */attributes.seed, float3(-100, -100, -100), float3(100, 100, 100));\n
}\n {\n uint tmp_bg = attributes.particleId ^ asuint(uniform_b);\n
float tmp_bh = FixedRand(tmp_bg);\n float tmp_bj = tmp_bh * (float)2;\n
float tmp_bk = (float)3 + tmp_bj;\n float4 tmp_bo = GeneratePerlinNoise(attributes.position,
float3(0.5, 1, 1).x, (int)2, float3(0.5, 1, 1).y, float3(0.5, 1, 1).z);\n
float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bp - (float)-1;\n
float tmp_br = tmp_bq / (float)2;\n float tmp_bs = tmp_br * (float)3;\n
float tmp_bt = (float)-1 + tmp_bs;\n bool tmp_bv = tmp_bt > (float)1;\n
float tmp_bw = (float)2 + tmp_bh;\n float tmp_bz = tmp_bh * (float)0.25;\n
float tmp_ca = (float)0.75 + tmp_bz;\n float tmp_cb = tmp_bv ? tmp_bw
: tmp_ca;\n float tmp_cc = tmp_bk * tmp_cb;\n SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cc);\n }\n {\n SetAttribute_F0142B34(
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)2, (float)4);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store((index * 0xC + 0x3) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0xC + 0x9) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store3((index * 0xC + 0x125100) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x4 + 0x24A200) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x4 + 0x24A201) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x4 + 0x24A202) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x1 + 0x2ABD00) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0x1 + 0x2C43C0) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x4 + 0x24A203) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0xC + 0xA) << 2,asuint(attributes.age));\n
attributeBuffer.Store3((index * 0xC + 0x125104) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x125108) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store3((index * 0x4 + 0x2DCA80) << 2,asuint(attributes.color));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 3]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_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 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float3 uniform_a;\n
float deltaTime_a;\n float3 uniform_c;\n float uniform_b;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 velocity;\n float angularVelocityX;\n
float angularVelocityY;\n float angularVelocityZ;\n float size;\n
float lifetime;\n uint particleId;\n float mass;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid Force_0(inout float3 velocity, float mass, float3 Force,
float deltaTime) /*Mode:Absolute */\n{\n velocity += (Force / mass) * deltaTime;\n}\nvoid
EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
position += velocity * deltaTime;\n}\nvoid AngularEulerIntegration(inout float
angleX, float angularVelocityX, inout float angleY, float angularVelocityY,
inout float angleZ, float angularVelocityZ, float deltaTime)\n{\n \n
angleX += angularVelocityX * deltaTime;\n \n angleY += angularVelocityY
* deltaTime;\n \n angleZ += angularVelocityZ * deltaTime;\n \n}\nvoid
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A200) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A201) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A202) << 2));\n\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x24A203) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0xA) << 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 Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
(float)0, (float)1, (float)2, (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
uint tmp_bh = attributes.particleId ^ asuint(uniform_b);\n\t\t\t float tmp_bi
= FixedRand(tmp_bh);\n\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t
float3 tmp_bk = tmp_bj * uniform_c;\n\t\t\t float3 tmp_bl = uniform_a +
tmp_bk;\n\t\t\t Force_0( /*inout */attributes.velocity, attributes.mass,
tmp_bl, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\t\tAngularEulerIntegration( /*inout
*/attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_a);\n\t\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0xC
+ 0x7) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0xA) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A200) << 2));\n\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A201) << 2));\n\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x24A202) << 2));\n\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x24A203) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0xA) << 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
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_a, FieldTransform_a, (float)0, (float)1, (float)2, (int)1,
(float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t uint tmp_bh = attributes.particleId
^ asuint(uniform_b);\n\t\t float tmp_bi = FixedRand(tmp_bh);\n\t\t float3
tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t float3 tmp_bk = tmp_bj *
uniform_c;\n\t\t float3 tmp_bl = uniform_a + tmp_bk;\n\t\t Force_0( /*inout
*/attributes.velocity, attributes.mass, tmp_bl, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0xC + 0x7) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0xC + 0xA) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 3]Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Angry/System 3/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_ALIVE_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_POSITION_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define
VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define
VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define
VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS
1\n\t\t#define 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 Size_c;\n\t\t float3 Color_a;\n\t\t float smoothness;\n\t\t
float metallic;\n\t\t float normalScale;\n\t\t float currentFrameIndex;\n\t\t
uint PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
bool alive;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t
float3 position;\n\t\t float3 axisY;\n\t\t float3 velocity;\n\t\t
float size;\n\t\t float lifetime;\n\t\t float age;\n\t\t float alpha;\n\t\t
float3 axisX;\n\t\t float3 axisZ;\n\t\t float pivotX;\n\t\t float
pivotY;\n\t\t float pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
float scaleZ;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
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_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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x2DCA80) << 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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2DCA80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x2DCA80) << 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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2DCA80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x2DCA80) << 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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2DCA80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t
WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t
}\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma
multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t
\n\t\t \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\tvoid
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x2DCA80) << 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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2DCA80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\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_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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18693(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t
value = SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\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.alive = (attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x2DCA80) << 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 * 0xC + 0x3) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125104) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2DCA80) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\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\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Body]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_BODYANIM_CURRENT 1\n#define VFX_USE_BODYANIMNOISE_CURRENT
1\n#define VFX_USE_MALE_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_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_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_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_u;\n float3 uniform_m;\n float
Size_a;\n float uniform_b;\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_n;\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_v;\n float uniform_w;\n
float uniform_x;\n float uniform_y;\n float uniform_ba;\n float uniform_bb;\n
float uniform_bc;\n float uniform_bd;\n float uniform_be;\n float
uniform_bf;\n float uniform_bg;\n float uniform_bh;\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 bodyAnim;\n float bodyAnimNoise;\n float Male;\n float angleX;\n
float angleY;\n float angleZ;\n float3 axisX;\n float3 axisY;\n
float3 axisZ;\n float pivotX;\n float pivotY;\n float pivotZ;\n
float size;\n float3 color;\n uint particleId;\n float alpha;\n
float scaleX;\n float scaleY;\n float scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_a;\nSamplerState samplertexture_a;\nfloat4 texture_a_TexelSize;\n\nTexture2D
texture_z;\nSamplerState samplertexture_z;\nfloat4 texture_z_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_39EE3455(inout
float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
channels:XYZ */\n{\n size *= Size;\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_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_CAC29747(inout
float3 position, float3 Position) /*attribute:position Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\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_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}\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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\nattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x1 + 0x158D40) << 2));\nattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\nattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\nattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 2));\n\n\r\n\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_a);\n\t\t\t{\n\t\t\t float tmp_da = attributes.size
* (float)30;\n\t\t\t float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t float tmp_df = (float)1 - tmp_de;\n\t\t\t
float tmp_dg = tmp_da * tmp_df;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size,
tmp_dg);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t{\n\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
(float)0.769999981);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_cz = attributes.color[0];\n\t\t\t
float tmp_da = attributes.color[1];\n\t\t\t float tmp_db = attributes.color[2];\n\t\t\t
float4 tmp_dd = float4(tmp_cz, tmp_da, tmp_db, (float)1);\n\t\t\t uint tmp_df
= attributes.particleId ^ asuint(uniform_i);\n\t\t\t float tmp_dg = FixedRand(tmp_df);\n\t\t\t
float tmp_dh = tmp_dg * uniform_j;\n\t\t\t float tmp_di = uniform_h + tmp_dh;\n\t\t\t
float tmp_dj = attributes.uv[0];\n\t\t\t float tmp_dk = uniform_k + tmp_dj;\n\t\t\t
float tmp_dl = attributes.uv[1];\n\t\t\t float tmp_dm = uniform_l + tmp_dl;\n\t\t\t
float2 tmp_dn = float2(tmp_dk, tmp_dm);\n\t\t\t float3 tmp_dp = GeneratePerlinNoise(tmp_dn,
uniform_m.x, (int)2, uniform_m.y, uniform_m.z);\n\t\t\t float tmp_dq = tmp_dp[0];\n\t\t\t
float tmp_ds = tmp_dq - (float)-1;\n\t\t\t float tmp_du = tmp_ds / (float)2;\n\t\t\t
float tmp_dv = max(tmp_du, uniform_n);\n\t\t\t float tmp_dw = min(tmp_dv,
uniform_o);\n\t\t\t float tmp_dx = tmp_dw - uniform_n;\n\t\t\t float
tmp_dy = tmp_dx / uniform_p;\n\t\t\t float tmp_dz = tmp_dg * uniform_r;\n\t\t\t
float tmp_ea = uniform_q + tmp_dz;\n\t\t\t float tmp_eb = tmp_ea - tmp_di;\n\t\t\t
float tmp_ec = tmp_dy * tmp_eb;\n\t\t\t float tmp_ed = tmp_di + tmp_ec;\n\t\t\t
float tmp_ee = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_ef
= (bool)asuint(uniform_t) ? tmp_ee : (float)0;\n\t\t\t float tmp_eg = (bool)asuint(uniform_s)
? attributes.shockwave : tmp_ef;\n\t\t\t float tmp_eh = (bool)asuint(uniform_g)
? tmp_ed : tmp_eg;\n\t\t\t float tmp_ei = (bool)asuint(uniform_f) ? (float)0
: tmp_eh;\n\t\t\t float tmp_ej = (bool)asuint(uniform_e) ? attributes.bodyAnimNoise
: tmp_ei;\n\t\t\t float tmp_ek = (bool)asuint(uniform_d) ? attributes.Male
: tmp_ej;\n\t\t\t float tmp_el = (bool)asuint(uniform_b) ? (float)0 : tmp_ek;\n\t\t\t
float4 tmp_em = float4(tmp_el, tmp_el, tmp_el, tmp_el);\n\t\t\t float4 tmp_en
= tmp_em * uniform_u;\n\t\t\t float4 tmp_eo = uniform_c + tmp_en;\n\t\t\t
float4 tmp_ep = (bool)asuint(uniform_b) ? tmp_dd : tmp_eo;\n\t\t\t float
tmp_eq = tmp_ep[0];\n\t\t\t float tmp_er = tmp_ep[1];\n\t\t\t float tmp_es
= tmp_ep[2];\n\t\t\t float3 tmp_et = float3(tmp_eq, tmp_er, tmp_es);\n\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_et);\n\t\t\t}\n\t\t\t{\n\t\t\t
bool tmp_da = attributes.Male > (float)0.400000006;\n\t\t\t bool tmp_dc
= attributes.Male < (float)0.600000024;\n\t\t\t bool tmp_dd = tmp_da &&
tmp_dc;\n\t\t\t float3 tmp_de = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t float3 tmp_df = tmp_dd ? tmp_de : tmp_de;\n\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_df);\n\t\t\t}\n\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t{\n\t\t\t float3
tmp_cz = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t float tmp_de = (float)1 - tmp_dd;\n\t\t\t
float3 tmp_df = float3(tmp_de, tmp_de, tmp_de);\n\t\t\t float3 tmp_dg =
tmp_cz - tmp_cz;\n\t\t\t float3 tmp_dh = tmp_df * tmp_dg;\n\t\t\t float3
tmp_di = tmp_cz + tmp_dh;\n\t\t\t SetAttribute_D5151642( /*inout */attributes.scaleX,
/*inout */attributes.scaleY, /*inout */attributes.scaleZ, tmp_di);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_cz = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t float tmp_de = (float)1 - tmp_dd;\n\t\t\t
float3 tmp_df = float3(tmp_de, tmp_de, tmp_de);\n\t\t\t float tmp_dg = attributes.uv[0];\n\t\t\t
bool tmp_di = tmp_dg > (float)0.504999995;\n\t\t\t float tmp_dj = tmp_di
? uniform_v : uniform_w;\n\t\t\t float3 tmp_dk = float3(tmp_dj, uniform_x,
uniform_y);\n\t\t\t float4 tmp_dl = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t
float tmp_dm = tmp_dl[0];\n\t\t\t float3 tmp_dn = float3(tmp_dm, tmp_dm,
tmp_dm);\n\t\t\t float3 tmp_do = tmp_dk * tmp_dn;\n\t\t\t float3 tmp_dp
= tmp_cz + tmp_do;\n\t\t\t float tmp_dq = tmp_di ? uniform_ba : uniform_bb;\n\t\t\t
float3 tmp_dr = float3(tmp_dq, uniform_bc, uniform_bd);\n\t\t\t float tmp_ds
= tmp_dl[1];\n\t\t\t float3 tmp_dt = float3(tmp_ds, tmp_ds, tmp_ds);\n\t\t\t
float3 tmp_du = tmp_dr * tmp_dt;\n\t\t\t float3 tmp_dv = tmp_dp + tmp_du;\n\t\t\t
float tmp_dw = tmp_di ? uniform_be : uniform_bf;\n\t\t\t float3 tmp_dx =
float3(tmp_dw, uniform_bg, uniform_bh);\n\t\t\t float tmp_dy = tmp_dl[2];\n\t\t\t
float3 tmp_dz = float3(tmp_dy, tmp_dy, tmp_dy);\n\t\t\t float3 tmp_ea =
tmp_dx * tmp_dz;\n\t\t\t float3 tmp_eb = tmp_dv + tmp_ea;\n\t\t\t float3
tmp_ec = tmp_eb - tmp_cz;\n\t\t\t float3 tmp_ed = tmp_df * tmp_ec;\n\t\t\t
float3 tmp_ee = tmp_cz + tmp_ed;\n\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ee);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cz = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t float4 tmp_dc = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dd = tmp_dc[2];\n\t\t\t float tmp_de = (float)1 - tmp_dd;\n\t\t\t
float3 tmp_df = float3(tmp_de, tmp_de, tmp_de);\n\t\t\t float tmp_dh = attributes.uv[0];\n\t\t\t
bool tmp_dj = tmp_dh > (float)0.504999995;\n\t\t\t float tmp_dk = tmp_dj
? (float)0 : (float)0;\n\t\t\t float3 tmp_dl = float3((float)56.4900017,
tmp_dk, tmp_dk);\n\t\t\t float4 tmp_dm = SampleTexture(VFX_SAMPLER(texture_z),attributes.uv,(float)0);\n\t\t\t
float tmp_dn = tmp_dm[0];\n\t\t\t float3 tmp_do = float3(tmp_dn, tmp_dn,
tmp_dn);\n\t\t\t float3 tmp_dp = tmp_dl * tmp_do;\n\t\t\t float3 tmp_dq
= tmp_cz + tmp_dp;\n\t\t\t float3 tmp_dr = float3((float)0, tmp_dk, tmp_dk);\n\t\t\t
float tmp_ds = tmp_dm[1];\n\t\t\t float3 tmp_dt = float3(tmp_ds, tmp_ds,
tmp_ds);\n\t\t\t float3 tmp_du = tmp_dr * tmp_dt;\n\t\t\t float3 tmp_dv
= tmp_dq + tmp_du;\n\t\t\t float tmp_dw = tmp_dm[2];\n\t\t\t float3 tmp_dx
= float3(tmp_dw, tmp_dw, tmp_dw);\n\t\t\t float3 tmp_dy = tmp_dr * tmp_dx;\n\t\t\t
float3 tmp_dz = tmp_dv + tmp_dy;\n\t\t\t float3 tmp_ea = tmp_dz - tmp_cz;\n\t\t\t
float3 tmp_eb = tmp_df * tmp_ea;\n\t\t\t float3 tmp_ec = tmp_cz + tmp_eb;\n\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ec);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cz
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float3 tmp_da = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t
float tmp_db = attributes.uv[0];\n\t\t\t bool tmp_dd = tmp_db > (float)0.504999995;\n\t\t\t
float tmp_dg = tmp_dd ? (float)0.170000002 : (float)-0.170000002;\n\t\t\t
float3 tmp_dj = float3(tmp_dg, (float)0.0399999991, (float)0);\n\t\t\t float3
tmp_dk = tmp_cz + tmp_dj;\n\t\t\t float3 tmp_dl = tmp_dk - tmp_cz;\n\t\t\t
float3 tmp_dm = tmp_da * tmp_dl;\n\t\t\t float3 tmp_dn = tmp_cz + tmp_dm;\n\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dn);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_cz
= float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t
float3 tmp_da = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t
float tmp_dc = attributes.uv[0];\n\t\t\t bool tmp_de = tmp_dc > (float)0.504999995;\n\t\t\t
float tmp_dh = tmp_de ? (float)15 : (float)-15;\n\t\t\t float3 tmp_di =
float3((float)0, tmp_dh, tmp_dh);\n\t\t\t float3 tmp_dj = tmp_cz + tmp_di;\n\t\t\t
float3 tmp_dk = tmp_dj - tmp_cz;\n\t\t\t float3 tmp_dl = tmp_da * tmp_dk;\n\t\t\t
float3 tmp_dm = tmp_cz + tmp_dl;\n\t\t\t SetAttribute_48A7BEFF( /*inout
*/attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_dm);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_db = attributes.bodyAnim *
(float)-0.399999976;\n\t\t\t float tmp_dc = (float)1 + tmp_db;\n\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dc);\n\t\t\t}\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Body]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_BODYANIMNOISE_CURRENT 1\n#define
VFX_USE_MALE_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_PIVOTX_CURRENT
1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_ALPHA_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_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_u;\n float3 Color_c;\n float uniform_b;\n
float3 uniform_m;\n float uniform_d;\n float2 uniform_bj;\n float2
uniform_bk;\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_n;\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_v;\n float uniform_x;\n float uniform_y;\n float uniform_z;\n
float uniform_ba;\n float uniform_bb;\n float uniform_bc;\n float
uniform_bd;\n float uniform_be;\n float uniform_bf;\n float uniform_bg;\n
float uniform_bh;\n float uniform_bi;\n float Size_l;\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 bodyAnimNoise;\n float Male;\n float angleX;\n float angleY;\n
float angleZ;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n
float pivotX;\n float pivotY;\n float pivotZ;\n float size;\n float3
color;\n uint particleId;\n float alpha;\n float scaleX;\n float
scaleY;\n float scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_a;\nSamplerState samplertexture_a;\nfloat4 texture_a_TexelSize;\n\nTexture2D
texture_w;\nSamplerState samplertexture_w;\nfloat4 texture_w_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_ED2BDC15(inout
bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n alive = Alive;\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_39EE3455(inout
float size, float Size) /*attribute:size Composition:Multiply Source:Slot Random:Off
channels:XYZ */\n{\n size *= Size;\n}\nvoid SetAttribute_65DEC940(inout
float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX
= Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SetAttribute_CAC29747(inout
float3 position, float3 Position) /*attribute:position Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\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_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}\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 * 0x1 + 0xBE400) << 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 * 0xC + 0x2F900) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129440) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x4 + 0x129441) << 2));\nattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129442) << 2));\nattributes.Male
= asfloat(attributeBuffer.Load((index * 0x4 + 0x129443) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F903) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F904) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F905) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B80) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B84) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x164B88) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F906) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F907) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F908) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0xC + 0x2F909) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x1F3680) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F80) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F81) << 2));\nattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x222F82) << 2));\n\n\r\n\t\t\t{\n\t\t\t
float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_df = tmp_de[2];\n\t\t\t bool tmp_dg = tmp_df > (float)0;\n\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_dg);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_de = attributes.size * (float)30;\n\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_de);\n\t\t\t}\n\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_c);\n\t\t\t{\n\t\t\t float4 tmp_de = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_df = tmp_de[2];\n\t\t\t SetAttribute_39EE3455( /*inout */attributes.size,
tmp_df);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
attributes.Male);\n\t\t\t{\n\t\t\t float tmp_dd = attributes.color[0];\n\t\t\t
float tmp_de = attributes.color[1];\n\t\t\t float tmp_df = attributes.color[2];\n\t\t\t
float4 tmp_dh = float4(tmp_dd, tmp_de, tmp_df, (float)1);\n\t\t\t uint tmp_dj
= attributes.particleId ^ asuint(uniform_i);\n\t\t\t float tmp_dk = FixedRand(tmp_dj);\n\t\t\t
float tmp_dl = tmp_dk * uniform_j;\n\t\t\t float tmp_dm = uniform_h + tmp_dl;\n\t\t\t
float tmp_dn = attributes.uv[0];\n\t\t\t float tmp_do = uniform_k + tmp_dn;\n\t\t\t
float tmp_dp = attributes.uv[1];\n\t\t\t float tmp_dq = uniform_l + tmp_dp;\n\t\t\t
float2 tmp_dr = float2(tmp_do, tmp_dq);\n\t\t\t float3 tmp_dt = GeneratePerlinNoise(tmp_dr,
uniform_m.x, (int)2, uniform_m.y, uniform_m.z);\n\t\t\t float tmp_du = tmp_dt[0];\n\t\t\t
float tmp_dw = tmp_du - (float)-1;\n\t\t\t float tmp_dy = tmp_dw / (float)2;\n\t\t\t
float tmp_dz = max(tmp_dy, uniform_n);\n\t\t\t float tmp_ea = min(tmp_dz,
uniform_o);\n\t\t\t float tmp_eb = tmp_ea - uniform_n;\n\t\t\t float
tmp_ec = tmp_eb / uniform_p;\n\t\t\t float tmp_ed = tmp_dk * uniform_r;\n\t\t\t
float tmp_ee = uniform_q + tmp_ed;\n\t\t\t float tmp_ef = tmp_ee - tmp_dm;\n\t\t\t
float tmp_eg = tmp_ec * tmp_ef;\n\t\t\t float tmp_eh = tmp_dm + tmp_eg;\n\t\t\t
float tmp_ei = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_ej
= (bool)asuint(uniform_t) ? tmp_ei : (float)0;\n\t\t\t float tmp_ek = (bool)asuint(uniform_s)
? attributes.shockwave : tmp_ej;\n\t\t\t float tmp_el = (bool)asuint(uniform_g)
? tmp_eh : tmp_ek;\n\t\t\t float tmp_em = (bool)asuint(uniform_f) ? (float)0
: tmp_el;\n\t\t\t float tmp_en = (bool)asuint(uniform_e) ? attributes.bodyAnimNoise
: tmp_em;\n\t\t\t float tmp_eo = (bool)asuint(uniform_d) ? attributes.Male
: tmp_en;\n\t\t\t float tmp_ep = (bool)asuint(uniform_b) ? (float)0 : tmp_eo;\n\t\t\t
float4 tmp_eq = float4(tmp_ep, tmp_ep, tmp_ep, tmp_ep);\n\t\t\t float4 tmp_er
= tmp_eq * uniform_u;\n\t\t\t float4 tmp_es = uniform_c + tmp_er;\n\t\t\t
float4 tmp_et = (bool)asuint(uniform_b) ? tmp_dh : tmp_es;\n\t\t\t float
tmp_eu = tmp_et[0];\n\t\t\t float tmp_ev = tmp_et[1];\n\t\t\t float tmp_ew
= tmp_et[2];\n\t\t\t float3 tmp_ex = float3(tmp_eu, tmp_ev, tmp_ew);\n\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ex);\n\t\t\t}\n\t\t\t{\n\t\t\t
bool tmp_de = attributes.Male > (float)0.400000006;\n\t\t\t bool tmp_dg
= attributes.Male < (float)0.600000024;\n\t\t\t bool tmp_dh = tmp_de &&
tmp_dg;\n\t\t\t float3 tmp_di = float3(attributes.pivotX, attributes.pivotY,
attributes.pivotZ);\n\t\t\t float3 tmp_dj = tmp_dh ? tmp_di : tmp_di;\n\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_dj);\n\t\t\t}\n\t\t\tSetAttribute_CAC29747(
/*inout */attributes.position, attributes.position);\n\t\t\t{\n\t\t\t float3
tmp_dd = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\n\t\t\t
float4 tmp_df = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dg = tmp_df[2];\n\t\t\t float tmp_dh = tmp_dg * uniform_v;\n\t\t\t
float3 tmp_di = float3(tmp_dh, tmp_dh, tmp_dh);\n\t\t\t float4 tmp_dk =
SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t float
tmp_dl = tmp_dk[0];\n\t\t\t float3 tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t
float3 tmp_dn = float3(0, 0, 4.9000001) * tmp_dm;\n\t\t\t float3 tmp_do
= tmp_dd + tmp_dn;\n\t\t\t float tmp_dq = tmp_dk[1];\n\t\t\t float3 tmp_dr
= float3(tmp_dq, tmp_dq, tmp_dq);\n\t\t\t float3 tmp_ds = float3(0, 0, 5.67000008)
* tmp_dr;\n\t\t\t float3 tmp_dt = tmp_do + tmp_ds;\n\t\t\t float3 tmp_du
= tmp_dt - tmp_dd;\n\t\t\t float3 tmp_dv = tmp_di * tmp_du;\n\t\t\t float3
tmp_dw = tmp_dd + tmp_dv;\n\t\t\t float tmp_dx = tmp_df[3];\n\t\t\t float3
tmp_dy = float3(tmp_dx, tmp_dx, tmp_dx);\n\t\t\t float3 tmp_ea = float3(0.0299999993,
0, 0) * tmp_dm;\n\t\t\t float3 tmp_eb = tmp_dd + tmp_ea;\n\t\t\t float3
tmp_ed = float3(0.300000012, 0, 0) * tmp_dr;\n\t\t\t float3 tmp_ee = tmp_eb
+ tmp_ed;\n\t\t\t float3 tmp_ef = tmp_ee - tmp_dd;\n\t\t\t float3 tmp_eg
= tmp_di * tmp_ef;\n\t\t\t float3 tmp_eh = tmp_dd + tmp_eg;\n\t\t\t float3
tmp_ei = tmp_eh - tmp_dw;\n\t\t\t float3 tmp_ej = tmp_dy * tmp_ei;\n\t\t\t
float3 tmp_ek = tmp_dw + tmp_ej;\n\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ek);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dd = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t float4 tmp_df = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dg = tmp_df[2];\n\t\t\t float tmp_dh = tmp_dg * uniform_v;\n\t\t\t
float3 tmp_di = float3(tmp_dh, tmp_dh, tmp_dh);\n\t\t\t float tmp_dj = attributes.uv[0];\n\t\t\t
bool tmp_dl = tmp_dj > (float)0.504999995;\n\t\t\t float tmp_dm = tmp_dl
? uniform_x : uniform_y;\n\t\t\t float3 tmp_dn = float3(tmp_dm, uniform_z,
uniform_ba);\n\t\t\t float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t
float tmp_dp = tmp_do[0];\n\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp,
tmp_dp);\n\t\t\t float3 tmp_dr = tmp_dn * tmp_dq;\n\t\t\t float3 tmp_ds
= tmp_dd + tmp_dr;\n\t\t\t float tmp_dt = tmp_dl ? uniform_bb : uniform_bc;\n\t\t\t
float3 tmp_du = float3(tmp_dt, uniform_bd, uniform_be);\n\t\t\t float tmp_dv
= tmp_do[2];\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 float3 tmp_dy = tmp_ds + tmp_dx;\n\t\t\t
float tmp_dz = tmp_dl ? uniform_bf : uniform_bg;\n\t\t\t float3 tmp_ea =
float3(tmp_dz, uniform_bh, uniform_bi);\n\t\t\t float tmp_eb = tmp_do[1];\n\t\t\t
float3 tmp_ec = float3(tmp_eb, tmp_eb, tmp_eb);\n\t\t\t float3 tmp_ed =
tmp_ea * tmp_ec;\n\t\t\t float3 tmp_ee = tmp_dy + tmp_ed;\n\t\t\t float3
tmp_ef = tmp_ee - tmp_dd;\n\t\t\t float3 tmp_eg = tmp_di * tmp_ef;\n\t\t\t
float3 tmp_eh = tmp_dd + tmp_eg;\n\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_eh);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dd = float3(attributes.angleX,
attributes.angleY, attributes.angleZ);\n\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t
float tmp_dh = tmp_dg[0];\n\t\t\t float3 tmp_di = float3(tmp_dh, tmp_dh,
tmp_dh);\n\t\t\t float3 tmp_dj = float3(-35.5299988, 22.7299995, 15) * tmp_di;\n\t\t\t
float3 tmp_dk = tmp_dd + tmp_dj;\n\t\t\t float tmp_dm = tmp_dg[2];\n\t\t\t
float3 tmp_dn = float3(tmp_dm, tmp_dm, tmp_dm);\n\t\t\t float3 tmp_do =
float3(1.47000003, 7.55000019, 0) * tmp_dn;\n\t\t\t float3 tmp_dp = tmp_dk
+ tmp_do;\n\t\t\t float2 tmp_dr = attributes.uv + uniform_bj;\n\t\t\t
float3 tmp_du = GenerateCellularNoise(tmp_dr, float3(20, 0, 1).x, (int)1, float3(20,
0, 1).y, float3(20, 0, 1).z);\n\t\t\t float tmp_dv = tmp_du[0];\n\t\t\t
float2 tmp_dw = attributes.uv + uniform_bk;\n\t\t\t float3 tmp_dy = GeneratePerlinNoise(tmp_dw,
float3(80, 0.5, 1).x, (int)1, float3(80, 0.5, 1).y, float3(80, 0.5, 1).z);\n\t\t\t
float tmp_dz = tmp_dy[0];\n\t\t\t float tmp_eb = tmp_dz - (float)-1;\n\t\t\t
float tmp_ed = tmp_eb / (float)2;\n\t\t\t float tmp_ef = tmp_ed * (float)0.200000003;\n\t\t\t
float tmp_eg = tmp_dv + tmp_ef;\n\t\t\t float tmp_eh = max(tmp_eg, (float)0);\n\t\t\t
float tmp_ej = min(tmp_eh, (float)1.20000005);\n\t\t\t float tmp_ek = tmp_ej
/ (float)1.20000005;\n\t\t\t float3 tmp_el = float3(tmp_ek, tmp_ek, tmp_ek);\n\t\t\t
float3 tmp_em = float3(10, 10, 10) * tmp_el;\n\t\t\t float3 tmp_en = tmp_dp
+ tmp_em;\n\t\t\t float tmp_eo = tmp_en[0];\n\t\t\t float tmp_ep = attributes.uv[0];\n\t\t\t
bool tmp_er = tmp_ep > (float)0.504999995;\n\t\t\t float tmp_et = tmp_en[1];\n\t\t\t
float tmp_eu = tmp_en[2];\n\t\t\t float3 tmp_ev = float3((float)0, tmp_et,
tmp_eu);\n\t\t\t float3 tmp_ew = float3(-1, -1, -1) * tmp_ev;\n\t\t\t
float3 tmp_ex = tmp_er ? tmp_ew : tmp_ev;\n\t\t\t float tmp_ey = tmp_ex[1];\n\t\t\t
float tmp_ez = tmp_ex[2];\n\t\t\t float3 tmp_fa = float3(tmp_eo, tmp_ey,
tmp_ez);\n\t\t\t float4 tmp_fb = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_fc = tmp_fb[3];\n\t\t\t float3 tmp_fd = float3(tmp_fc, tmp_fc,
tmp_fc);\n\t\t\t float3 tmp_ff = tmp_dd + tmp_em;\n\t\t\t float tmp_fg
= tmp_ff[0];\n\t\t\t float3 tmp_fh = float3(-1, -1, -1) * tmp_ff;\n\t\t\t
float3 tmp_fi = tmp_er ? tmp_fh : tmp_ff;\n\t\t\t float tmp_fj = tmp_fi[1];\n\t\t\t
float tmp_fk = tmp_fi[2];\n\t\t\t float3 tmp_fl = float3(tmp_fg, tmp_fj,
tmp_fk);\n\t\t\t float3 tmp_fm = tmp_fl - tmp_dd;\n\t\t\t float3 tmp_fn
= float3(0.5, 0.5, 0.5) * tmp_fm;\n\t\t\t float3 tmp_fo = tmp_dd + tmp_fn;\n\t\t\t
float3 tmp_fp = tmp_dd + tmp_fo;\n\t\t\t float3 tmp_fq = tmp_fp - tmp_fa;\n\t\t\t
float3 tmp_fr = tmp_fd * tmp_fq;\n\t\t\t float3 tmp_fs = tmp_fa + tmp_fr;\n\t\t\t
float3 tmp_ft = attributes.crumble ? tmp_dd : tmp_fs;\n\t\t\t SetAttribute_48A7BEFF(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_ft);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455( /*inout */attributes.size,
Size_l);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 2]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_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define
VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT
1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define
VFX_USE_SCALEZ_CURRENT 1\n#define VFX_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 Size_c;\n float3 Color_a;\n float smoothness;\n float metallic;\n
float normalScale;\n float currentFrameIndex;\n uint PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 axisY;\n float3 color;\n float3
velocity;\n float size;\n float lifetime;\n float age;\n float
alpha;\n float3 axisX;\n float3 axisZ;\n float pivotX;\n float
pivotY;\n float pivotZ;\n float scaleX;\n float scaleY;\n float
scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\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_FDD06EC7(inout
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid Orient_94A(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3
velocity) /*mode:AlongVelocity axes:ZY */\n{\n \n axisY = normalize(velocity);\n
axisZ = position - GetViewVFXPosition();\n axisX = normalize(cross(axisY,axisZ));\n
axisZ = cross(axisX,axisY);\n \n}\nvoid AttributeFromCurve_7DF18693(inout
float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n{\n float t = age / lifetime;\n float value = 0.0f;\n
value = SampleCurve(Size, t);\n size *= value;\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 * 0xC + 0x3) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\nattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x24A200) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x30D800) << 2));\nattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x325EC0) << 2));\nattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\nattributes.alpha
= (float)1;\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC
+ 0x125104) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\nattributes.pivotX = (float)0;\nattributes.pivotY
= (float)0;\nattributes.pivotZ = (float)0;\nattributes.scaleX = (float)1;\nattributes.scaleY
= (float)1;\nattributes.scaleZ = (float)1;\n\n\r\n\t\t\tSetAttribute_FDD06EC7(
/*inout */attributes.color, Color_a);\n\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_c);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 3]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_ALIVE_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_POSITION_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_AXISX_CURRENT
1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define
VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT
1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 Size_c;\n float3 Color_a;\n float smoothness;\n float metallic;\n
float normalScale;\n float currentFrameIndex;\n uint PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n bool alive;\n float angleX;\n float angleY;\n float
angleZ;\n float3 position;\n float3 axisY;\n float3 velocity;\n
float size;\n float lifetime;\n float age;\n float alpha;\n float3
axisX;\n float3 axisZ;\n float pivotX;\n float pivotY;\n float
pivotZ;\n float scaleX;\n float scaleY;\n float scaleZ;\n float3
color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D 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_FDD06EC7(inout
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid Orient_94A(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position, float3
velocity) /*mode:AlongVelocity axes:ZY */\n{\n \n axisY = normalize(velocity);\n
axisZ = position - GetViewVFXPosition();\n axisX = normalize(cross(axisY,axisZ));\n
axisZ = cross(axisX,axisY);\n \n}\nvoid AttributeFromCurve_7DF18693(inout
float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Multiply
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n{\n float t = age / lifetime;\n float value = 0.0f;\n
value = SampleCurve(Size, t);\n size *= value;\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 * 0xC + 0x3) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\nattributes.position
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= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2ABD00) << 2));\nattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\nattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\nattributes.alpha
= (float)1;\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC
+ 0x125104) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x125108) << 2));\nattributes.pivotX = (float)0;\nattributes.pivotY
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* 0x4 + 0x2DCA80) << 2));\n\n\r\n\t\t\tSetAttribute_FDD06EC7( /*inout */attributes.color,
Color_a);\n\t\t\tOrient_94A( /*inout */attributes.axisX, /*inout */attributes.axisY,
/*inout */attributes.axisZ, attributes.position, attributes.velocity);\n\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_c);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
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