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。
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source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SPAWNINDEX_CURRENT 1\n#define
VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define
VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define
VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define
VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
1\n#define VFX_USE_BODYANIM_CURRENT 1\n#define VFX_USE_BODYANIMNOISE_CURRENT
1\n#define VFX_USE_MALE_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_SIZE_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define
VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT
1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define
VFX_USE_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
float4x4 uniform_c;\n float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float2 uv;\n float3 position;\n bool alive;\n uint
spawnIndex;\n float shockwaveMask;\n float shockwave;\n bool collapseStarted;\n
bool crumble;\n float3 velocity;\n float angularVelocityX;\n float
angularVelocityY;\n float angularVelocityZ;\n float bodyAnim;\n float
bodyAnimNoise;\n float Male;\n float3 axisX;\n float3 axisY;\n
float3 axisZ;\n float size;\n uint particleId;\n float angleX;\n
float angleY;\n float angleZ;\n float pivotX;\n float pivotY;\n
float pivotZ;\n float scaleX;\n float scaleY;\n float scaleZ;\n
float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D texture_a;\nSamplerState
samplertexture_a;\nfloat4 texture_a_TexelSize;\n\nTexture2D texture_d;\nSamplerState
samplertexture_d;\nfloat4 texture_d_TexelSize;\n\n\n\r\n\r\n#define USE_DEAD_LIST
(VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetCustomAttribute_7A428F3A(inout float2 uv, float2 _Uv) /*attribute:uv Composition:Overwrite
Random:Off AttributeType:Vector2 */\n{\n uv = _Uv;\n}\nvoid SetAttribute_CAC29747(inout
float3 position, float3 Position) /*attribute:position Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid
SetAttribute_ED2BDC15(inout bool alive, bool Alive) /*attribute:alive Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n alive = Alive;\n}\n\n\r\n\r\n#if
HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint
relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip
is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
-1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
if (id < currentSumSpawnCount)\n {\n break;\n
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
attributes.uv = float2(0, 0);\n attributes.position = float3(0, 0, 0);\n
attributes.alive = (bool)true;\n attributes.spawnIndex = (uint)0;\n
attributes.shockwaveMask = (float)0;\n attributes.shockwave = (float)0;\n
attributes.collapseStarted = (bool)false;\n attributes.crumble = (bool)false;\n
attributes.velocity = float3(0, 0, 0);\n attributes.angularVelocityX
= (float)0;\n attributes.angularVelocityY = (float)0;\n attributes.angularVelocityZ
= (float)0;\n attributes.bodyAnim = (float)0;\n attributes.bodyAnimNoise
= (float)0;\n attributes.Male = (float)0;\n attributes.axisX
= float3(1, 0, 0);\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ
= float3(0, 0, 1);\n attributes.size = (float)0.100000001;\n
attributes.particleId = (uint)0;\n attributes.angleX = (float)0;\n
attributes.angleY = (float)0;\n attributes.angleZ = (float)0;\n
attributes.pivotX = (float)0;\n attributes.pivotY = (float)0;\n
attributes.pivotZ = (float)0;\n attributes.scaleX = (float)1;\n
attributes.scaleY = (float)1;\n attributes.scaleZ = (float)1;\n
attributes.color = float3(1, 1, 1);\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n uint tmp_bm = attributes.spawnIndex
/ asuint(uniform_b);\n uint tmp_bn = tmp_bm * asuint(uniform_b);\n
uint tmp_bo = attributes.spawnIndex - tmp_bn;\n float tmp_bp = (float)tmp_bo;\n
float tmp_bq = (float)tmp_bm;\n float3 tmp_bs = float3(tmp_bp, tmp_bq,
(float)0);\n float4 tmp_bt = LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bs);\n
float tmp_bu = tmp_bt[0];\n float tmp_bv = tmp_bt[1];\n
float2 tmp_bw = float2(tmp_bu, tmp_bv);\n SetCustomAttribute_7A428F3A(
/*inout */attributes.uv, tmp_bw);\n }\n {\n uint tmp_bm
= attributes.spawnIndex / asuint(uniform_b);\n uint tmp_bn = tmp_bm
* asuint(uniform_b);\n uint tmp_bo = attributes.spawnIndex - tmp_bn;\n
float tmp_bp = (float)tmp_bo;\n float tmp_bq = (float)tmp_bm;\n
float3 tmp_bs = float3(tmp_bp, tmp_bq, (float)0);\n float4 tmp_bt
= LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bs);\n float tmp_bu
= tmp_bt[0];\n float tmp_bv = tmp_bt[1];\n float2 tmp_bw
= float2(tmp_bu, tmp_bv);\n float4 tmp_bx = SampleTexture(VFX_SAMPLER(texture_d),tmp_bw,(float)0);\n
float tmp_by = tmp_bx[0];\n float tmp_bz = tmp_bx[1];\n
float tmp_ca = tmp_bx[2];\n float3 tmp_cb = float3(tmp_by, tmp_bz,
tmp_ca);\n float3 tmp_cc = mul(uniform_c, float4(tmp_cb, 1.0)).xyz;\n
SetAttribute_CAC29747( /*inout */attributes.position, tmp_cc);\n }\n
{\n SetAttribute_ED2BDC15( /*inout */attributes.alive, (bool)true);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store2((index * 0x4 + 0x0) << 2,asuint(attributes.uv));\n
attributeBuffer.Store3((index * 0x8 + 0x23800) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x4 + 0x6A800) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x8 + 0x8E003) << 2,asuint(attributes.shockwaveMask));\n
attributeBuffer.Store((index * 0x8 + 0x23803) << 2,asuint(attributes.shockwave));\n
attributeBuffer.Store((index * 0x8 + 0x8E004) << 2,uint(attributes.collapseStarted));\n
attributeBuffer.Store((index * 0x8 + 0x23804) << 2,uint(attributes.crumble));\n
attributeBuffer.Store3((index * 0x8 + 0x8E000) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x8 + 0x8E005) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x8 + 0x8E006) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x8 + 0x8E007) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x8 + 0x23805) << 2,asuint(attributes.bodyAnim));\n
attributeBuffer.Store((index * 0x8 + 0x23806) << 2,asuint(attributes.bodyAnimNoise));\n
attributeBuffer.Store((index * 0x8 + 0x23807) << 2,asuint(attributes.Male));\n
attributeBuffer.Store3((index * 0xC + 0xD5000) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0xD5004) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0xD5008) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0x1 + 0x13F800) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x3 + 0x148600) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0x3 + 0x148601) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0x3 + 0x148602) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store((index * 0x3 + 0x163000) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0x3 + 0x163001) << 2,asuint(attributes.pivotY));\n
attributeBuffer.Store((index * 0x3 + 0x163002) << 2,asuint(attributes.pivotZ));\n
attributeBuffer.Store((index * 0x4 + 0x6A801) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x4 + 0x6A802) << 2,asuint(attributes.scaleY));\n
attributeBuffer.Store((index * 0x4 + 0x6A803) << 2,asuint(attributes.scaleZ));\n
attributeBuffer.Store3((index * 0x4 + 0x17DA00) << 2,asuint(attributes.color));\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_CRUMBLEDEBRISMASK_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_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_PARTICLEID_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_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 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 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_bw;\n float
uniform_bx;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float2 uv;\n float3 position;\n float shockwaveMask;\n float shockwave;\n
bool collapseStarted;\n bool crumble;\n float3 velocity;\n float mass;\n
float angularVelocityX;\n float angularVelocityY;\n float angularVelocityZ;\n
float crumbleDebrisMask;\n float bodyAnim;\n float bodyAnimNoise;\n
float Male;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n uint
eventCount;\n float size;\n uint particleId;\n float angleX;\n
float angleY;\n float angleZ;\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_bu;\nSamplerState samplertexture_bu;\nfloat4 texture_bu_TexelSize;\n\nTexture2D
texture_bv;\nSamplerState samplertexture_bv;\nfloat4 texture_bv_TexelSize;\n\nAppendStructuredBuffer<uint>
eventListOut_a;\nAppendStructuredBuffer<uint> eventListOut_b;\nAppendStructuredBuffer<uint>
eventListOut_c;\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_C4652661(inout float crumbleDebrisMask,
float _CrumbleDebrisMask) /*attribute:crumbleDebrisMask Composition:Overwrite
Random:Off AttributeType:Float */\n{\n crumbleDebrisMask = _CrumbleDebrisMask;\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_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 GPUEventAlways(inout
uint eventCount, uint count)\n{\n eventCount = count;\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 EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid AngularEulerIntegration(inout float angleX, float angularVelocityX,
inout float angleY, float angularVelocityY, inout float angleZ, float angularVelocityZ,
float deltaTime)\n{\n \n angleX += angularVelocityX * deltaTime;\n
\n angleY += angularVelocityY * deltaTime;\n \n angleZ += angularVelocityZ
* deltaTime;\n \n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif
(attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\tattributes.shockwaveMask = asfloat(attributeBuffer.Load((index
* 0x8 + 0x8E003) << 2));\n\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\tattributes.collapseStarted = (attributeBuffer.Load((index
* 0x8 + 0x8E004) << 2));\n\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x8E000) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x8E005) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x8E006) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x8E007) << 2));\n\t\t\tattributes.crumbleDebrisMask
= (float)0;\n\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 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\tuint eventCount_c
= 0u;\n\t\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1 +
0x13F800) << 2));\n\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 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_dn = attributes.position
- uniform_a;\n\t\t\t float3 tmp_do = tmp_dn * tmp_dn;\n\t\t\t float tmp_dp
= tmp_do[2];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float tmp_dr =
tmp_dp + tmp_dq;\n\t\t\t float tmp_ds = tmp_do[0];\n\t\t\t float tmp_dt
= tmp_dr + tmp_ds;\n\t\t\t float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t\t
float tmp_dx = max(tmp_dv, (float)0.99000001);\n\t\t\t float tmp_dz = min(tmp_dx,
(float)84);\n\t\t\t float tmp_ea = tmp_dz - (float)0.99000001;\n\t\t\t
float tmp_ec = tmp_ea / (float)83.0100021;\n\t\t\t float tmp_ee = tmp_ec
* (float)100;\n\t\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask,
tmp_ee);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_dn = attributes.position -
uniform_a;\n\t\t\t float3 tmp_do = tmp_dn * tmp_dn;\n\t\t\t float tmp_dp
= tmp_do[2];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float tmp_dr =
tmp_dp + tmp_dq;\n\t\t\t float tmp_ds = tmp_do[0];\n\t\t\t float tmp_dt
= tmp_dr + tmp_ds;\n\t\t\t float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t\t
float tmp_dx = max(tmp_dv, (float)0.99000001);\n\t\t\t float tmp_dz = min(tmp_dx,
(float)84);\n\t\t\t float tmp_ea = tmp_dz - (float)0.99000001;\n\t\t\t
float tmp_ec = tmp_ea / (float)83.0100021;\n\t\t\t float tmp_ee = tmp_ec
* (float)100;\n\t\t\t bool tmp_ef = !attributes.collapseStarted;\n\t\t\t
float tmp_eh = tmp_ef ? uniform_c : (float)1;\n\t\t\t float tmp_ej = max(tmp_eh,
(float)0);\n\t\t\t float tmp_ek = min(tmp_ej, (float)1);\n\t\t\t float
tmp_em = tmp_ek * (float)60;\n\t\t\t float tmp_en = tmp_em + (float)1;\n\t\t\t
bool tmp_eo = tmp_ee < tmp_en;\n\t\t\t float tmp_ep = tmp_em - (float)1;\n\t\t\t
bool tmp_eq = tmp_ee > tmp_ep;\n\t\t\t bool tmp_er = tmp_eo && tmp_eq;\n\t\t\t
float tmp_et = attributes.shockwave + (float)0.25;\n\t\t\t float tmp_ev
= attributes.shockwave - (float)0.0250000004;\n\t\t\t float tmp_ew = tmp_er
? tmp_et : tmp_ev;\n\t\t\t float tmp_ex = max(tmp_ew, (float)0);\n\t\t\t
float tmp_ey = min(tmp_ex, (float)1);\n\t\t\t float tmp_ez = (bool)asuint(uniform_b)
? tmp_ey : (float)0;\n\t\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave,
tmp_ez);\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_dn = !attributes.collapseStarted;\n\t\t\t float tmp_dp = tmp_dn ? uniform_d
: (float)1;\n\t\t\t float tmp_dr = max(tmp_dp, (float)0);\n\t\t\t float
tmp_ds = min(tmp_dr, (float)1);\n\t\t\t float tmp_du = tmp_ds * (float)60;\n\t\t\t
bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t\t float tmp_dw =
tmp_dn ? uniform_e : (float)1;\n\t\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t\t float tmp_ef = tmp_dw + tmp_ee;\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 float3 tmp_el = 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_em = tmp_el[0];\n\t\t\t float tmp_eo = tmp_em - (float)-1;\n\t\t\t
float tmp_eq = tmp_eo / (float)2;\n\t\t\t float tmp_es = tmp_eq * (float)5;\n\t\t\t
float tmp_et = (float)-2 + tmp_es;\n\t\t\t float tmp_eu = max(tmp_et, (float)0);\n\t\t\t
float tmp_ev = min(tmp_eu, (float)1);\n\t\t\t float tmp_ew = (float)1 -
tmp_eh;\n\t\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t\t float tmp_ey
= tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t\t
float tmp_fe = ceil(tmp_fd);\n\t\t\t float tmp_ff = saturate(tmp_fe);\n\t\t\t
bool tmp_fg = tmp_ff > (float)0.800000012;\n\t\t\t bool tmp_fi = tmp_fg
? (bool)true : attributes.crumble;\n\t\t\t SetCustomAttribute_43E96CEE(
/*inout */attributes.crumble, tmp_fi);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dn
= attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_do = FixedRand(tmp_dn);\n\t\t\t
float3 tmp_dp = float3(tmp_do, tmp_do, tmp_do);\n\t\t\t float3 tmp_dq =
tmp_dp * uniform_h;\n\t\t\t float3 tmp_dr = uniform_f + tmp_dq;\n\t\t\t
float3 tmp_dt = attributes.crumble ? tmp_dr : float3(0, 0, 0);\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, tmp_dt, (float)1, deltaTime_e);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_dn = float3(attributes.angularVelocityX, attributes.angularVelocityY,
attributes.angularVelocityZ);\n\t\t\t float3 tmp_do = attributes.crumble
? uniform_i : tmp_dn;\n\t\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
tmp_do);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_do = attributes.particleId ^
asuint(uniform_g);\n\t\t\t float tmp_dp = FixedRand(tmp_do);\n\t\t\t
float tmp_dr = tmp_dp * (float)0.299999952;\n\t\t\t float tmp_ds = (float)0.850000024
+ tmp_dr;\n\t\t\t float tmp_dt = uniform_j * tmp_ds;\n\t\t\t float tmp_dv
= attributes.crumble ? tmp_dt : (float)0;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_g, FieldTransform_g,
tmp_dv, 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
bool tmp_dn = !attributes.collapseStarted;\n\t\t\t float tmp_dp = tmp_dn
? uniform_d : (float)1;\n\t\t\t float tmp_dr = max(tmp_dp, (float)0);\n\t\t\t
float tmp_ds = min(tmp_dr, (float)1);\n\t\t\t float tmp_du = tmp_ds * (float)60;\n\t\t\t
bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t\t float tmp_dw =
tmp_dn ? uniform_e : (float)1;\n\t\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t\t float tmp_ef = tmp_dw + tmp_ee;\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 float3 tmp_el = 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_em = tmp_el[0];\n\t\t\t float tmp_eo = tmp_em - (float)-1;\n\t\t\t
float tmp_eq = tmp_eo / (float)2;\n\t\t\t float tmp_es = tmp_eq * (float)5;\n\t\t\t
float tmp_et = (float)-2 + tmp_es;\n\t\t\t float tmp_eu = max(tmp_et, (float)0);\n\t\t\t
float tmp_ev = min(tmp_eu, (float)1);\n\t\t\t float tmp_ew = (float)1 -
tmp_eh;\n\t\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t\t float tmp_ey
= tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t\t
float tmp_fe = ceil(tmp_fd);\n\t\t\t float tmp_ff = saturate(tmp_fe);\n\t\t\t
float tmp_fh = tmp_fb - (float)0.600000024;\n\t\t\t float tmp_fi = ceil(tmp_fh);\n\t\t\t
float tmp_fj = saturate(tmp_fi);\n\t\t\t float tmp_fk = tmp_ff - tmp_fj;\n\t\t\t
SetCustomAttribute_C4652661( /*inout */attributes.crumbleDebrisMask, tmp_fk);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_dp = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t\t
float tmp_dq = tmp_dp[3];\n\t\t\t float tmp_dr = (float)1 - tmp_dq;\n\t\t\t
float tmp_ds = uniform_k - tmp_dr;\n\t\t\t float tmp_dt = max(tmp_ds, (float)0);\n\t\t\t
float tmp_du = min(tmp_dt, (float)1);\n\t\t\t float tmp_dv = attributes.bodyAnim
+ tmp_du;\n\t\t\t float tmp_dx = uniform_m - tmp_dr;\n\t\t\t float tmp_dy
= max(tmp_dx, (float)0);\n\t\t\t float tmp_dz = min(tmp_dy, (float)1);\n\t\t\t
float tmp_ea = (float)-1 * tmp_dz;\n\t\t\t float tmp_eb = tmp_dv + tmp_ea;\n\t\t\t
float tmp_ec = tmp_eb * uniform_n;\n\t\t\t float tmp_ed = max(tmp_ec, (float)0);\n\t\t\t
float tmp_ee = min(tmp_ed, (float)1);\n\t\t\t SetCustomAttribute_330F1557(
/*inout */attributes.bodyAnim, tmp_ee);\n\t\t\t}\n\t\t\t{\n\t\t\t float
tmp_do = attributes.uv[0];\n\t\t\t float tmp_dp = tmp_do - (float)0.5;\n\t\t\t
float tmp_dq = tmp_dp * uniform_p;\n\t\t\t float tmp_dr = attributes.uv[1];\n\t\t\t
float tmp_ds = tmp_dr - (float)0.5;\n\t\t\t float tmp_dt = tmp_ds * uniform_q;\n\t\t\t
float tmp_du = tmp_dq - tmp_dt;\n\t\t\t float tmp_dv = (float)0.5 + tmp_du;\n\t\t\t
float tmp_dw = tmp_dp * uniform_q;\n\t\t\t float tmp_dx = tmp_ds * uniform_p;\n\t\t\t
float tmp_dy = tmp_dw + tmp_dx;\n\t\t\t float tmp_dz = (float)0.5 + tmp_dy;\n\t\t\t
float2 tmp_ea = float2(tmp_dv, tmp_dz);\n\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_ea,
uniform_r.x, asint(uniform_s), uniform_r.y, uniform_r.z);\n\t\t\t float
tmp_ec = tmp_eb[0];\n\t\t\t float tmp_ee = tmp_ec - (float)-1;\n\t\t\t
float tmp_eg = tmp_ee / (float)2;\n\t\t\t float tmp_ei = max(tmp_eg, (float)0);\n\t\t\t
float tmp_ek = min(tmp_ei, (float)1);\n\t\t\t float tmp_el = tmp_ek * uniform_t;\n\t\t\t
float tmp_em = uniform_o + tmp_el;\n\t\t\t float tmp_en = tmp_em + attributes.bodyAnimNoise;\n\t\t\t
float tmp_eo = tmp_en * uniform_u;\n\t\t\t float tmp_ep = pow(tmp_en, uniform_v);\n\t\t\t
float tmp_eq = tmp_eo - tmp_ep;\n\t\t\t float tmp_er = max(tmp_eq, (float)0);\n\t\t\t
float tmp_es = min(tmp_er, (float)1);\n\t\t\t SetCustomAttribute_45512BE9(
/*inout */attributes.bodyAnimNoise, tmp_es);\n\t\t\t}\n\t\t\t{\n\t\t\t float4
tmp_do = SampleTexture(VFX_SAMPLER(texture_x),attributes.uv,(float)0);\n\t\t\t
float tmp_dp = tmp_do[0];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float
tmp_dr = tmp_do[2];\n\t\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t\t
float3 tmp_dt = attributes.position - tmp_ds;\n\t\t\t float3 tmp_du = tmp_dt
* tmp_dt;\n\t\t\t float tmp_dv = tmp_du[2];\n\t\t\t float tmp_dw = tmp_du[1];\n\t\t\t
float tmp_dx = tmp_dv + tmp_dw;\n\t\t\t float tmp_dy = tmp_du[0];\n\t\t\t
float tmp_dz = tmp_dx + tmp_dy;\n\t\t\t float tmp_eb = pow(tmp_dz, (float)0.5);\n\t\t\t
float tmp_ec = max(tmp_eb, uniform_y);\n\t\t\t float tmp_ed = min(tmp_ec,
uniform_z);\n\t\t\t float tmp_ee = tmp_ed - uniform_y;\n\t\t\t float
tmp_ef = tmp_ee / uniform_ba;\n\t\t\t float tmp_eg = tmp_ef * uniform_bb;\n\t\t\t
float tmp_eh = uniform_w + tmp_eg;\n\t\t\t float tmp_ei = deltaTime_e *
tmp_eh;\n\t\t\t float tmp_ej = tmp_ei * uniform_bc;\n\t\t\t uint tmp_el
= attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_em = FixedRand(tmp_el);\n\t\t\t
float tmp_en = tmp_em * uniform_bf;\n\t\t\t float tmp_eo = uniform_be +
tmp_en;\n\t\t\t float tmp_ep = attributes.uv[0];\n\t\t\t float tmp_eq
= uniform_bg + tmp_ep;\n\t\t\t float tmp_er = attributes.uv[1];\n\t\t\t
float tmp_es = uniform_bh + tmp_er;\n\t\t\t float2 tmp_et = float2(tmp_eq,
tmp_es);\n\t\t\t float3 tmp_ev = GeneratePerlinNoise(tmp_et, uniform_bi.x,
(int)2, uniform_bi.y, uniform_bi.z);\n\t\t\t float tmp_ew = tmp_ev[0];\n\t\t\t
float tmp_ey = tmp_ew - (float)-1;\n\t\t\t float tmp_fa = tmp_ey / (float)2;\n\t\t\t
float tmp_fb = max(tmp_fa, uniform_bj);\n\t\t\t float tmp_fc = min(tmp_fb,
uniform_bk);\n\t\t\t float tmp_fd = tmp_fc - uniform_bj;\n\t\t\t float
tmp_fe = tmp_fd / uniform_bl;\n\t\t\t float tmp_ff = tmp_em * uniform_bn;\n\t\t\t
float tmp_fg = uniform_bm + tmp_ff;\n\t\t\t float tmp_fh = tmp_fg - tmp_eo;\n\t\t\t
float tmp_fi = tmp_fe * tmp_fh;\n\t\t\t float tmp_fj = tmp_eo + tmp_fi;\n\t\t\t
float tmp_fk = tmp_fj - (float)1;\n\t\t\t float tmp_fl = uniform_bd * tmp_fk;\n\t\t\t
float tmp_fm = (float)1 + tmp_fl;\n\t\t\t float tmp_fn = tmp_ej * tmp_fm;\n\t\t\t
float tmp_fo = saturate(tmp_fn);\n\t\t\t float3 tmp_fp = float3(tmp_fo,
tmp_fo, tmp_fo);\n\t\t\t float3 tmp_fq = tmp_ds - attributes.position;\n\t\t\t
float3 tmp_fr = tmp_fp * tmp_fq;\n\t\t\t float3 tmp_fs = attributes.position
+ tmp_fr;\n\t\t\t float3 tmp_ft = attributes.crumble ? attributes.position
: tmp_fs;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position,
tmp_ft);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_dp = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_dq = tmp_dp[0];\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[2];\n\t\t\t float tmp_dt = tmp_dq * tmp_ds;\n\t\t\t
float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t\t float tmp_dw = uniform_bp
* tmp_dv;\n\t\t\t float tmp_dx = tmp_dr[3];\n\t\t\t float tmp_dy = uniform_br
* tmp_dx;\n\t\t\t float tmp_dz = tmp_dw + tmp_dy;\n\t\t\t float tmp_ea
= tmp_dv + uniform_bs;\n\t\t\t float tmp_eb = tmp_dz + tmp_ea;\n\t\t\t
float tmp_ec = (float)1 - tmp_eb;\n\t\t\t float tmp_ed = (bool)asuint(uniform_bo)
? tmp_ec : tmp_eb;\n\t\t\t float tmp_ee = max(tmp_ed, (float)0);\n\t\t\t
float tmp_ef = min(tmp_ee, (float)1);\n\t\t\t float tmp_eg = uniform_bt
* attributes.bodyAnimNoise;\n\t\t\t float tmp_eh = (float)1 - tmp_ef;\n\t\t\t
float tmp_ei = tmp_eg * tmp_eh;\n\t\t\t float tmp_ej = tmp_ef + tmp_ei;\n\t\t\t
SetCustomAttribute_A2FB643D( /*inout */attributes.Male, tmp_ej);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bu),attributes.uv,(float)0);\n\t\t\t
float tmp_dp = tmp_do[0];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float
tmp_dr = tmp_do[2];\n\t\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_ds);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bv),attributes.uv,(float)0);\n\t\t\t
float tmp_dp = tmp_do[0];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float
tmp_dr = tmp_do[2];\n\t\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_ds);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bv),attributes.uv,(float)0);\n\t\t\t
float tmp_dp = tmp_do[1];\n\t\t\t float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_bu),attributes.uv,(float)0);\n\t\t\t
float tmp_dr = tmp_dq[2];\n\t\t\t float tmp_ds = tmp_dp * tmp_dr;\n\t\t\t
float tmp_dt = tmp_do[2];\n\t\t\t float tmp_du = tmp_dq[1];\n\t\t\t float
tmp_dv = tmp_dt * tmp_du;\n\t\t\t float tmp_dw = tmp_ds - tmp_dv;\n\t\t\t
float tmp_dx = tmp_dq[0];\n\t\t\t float tmp_dy = tmp_dt * tmp_dx;\n\t\t\t
float tmp_dz = tmp_do[0];\n\t\t\t float tmp_ea = tmp_dz * tmp_dr;\n\t\t\t
float tmp_eb = tmp_dy - tmp_ea;\n\t\t\t float tmp_ec = tmp_dz * tmp_du;\n\t\t\t
float tmp_ed = tmp_dp * tmp_dx;\n\t\t\t float tmp_ee = tmp_ec - tmp_ed;\n\t\t\t
float3 tmp_ef = float3(tmp_dw, tmp_eb, tmp_ee);\n\t\t\t float tmp_eg = tmp_dq[3];\n\t\t\t
float3 tmp_eh = float3(tmp_eg, tmp_eg, tmp_eg);\n\t\t\t float3 tmp_ei =
tmp_ef * tmp_eh;\n\t\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ,
tmp_ei);\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_dn = !attributes.collapseStarted;\n\t\t\t
float tmp_dp = tmp_dn ? uniform_d : (float)1;\n\t\t\t float tmp_dr = max(tmp_dp,
(float)0);\n\t\t\t float tmp_ds = min(tmp_dr, (float)1);\n\t\t\t float
tmp_du = tmp_ds * (float)60;\n\t\t\t bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t\t
float tmp_dw = tmp_dn ? uniform_e : (float)1;\n\t\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t\t float tmp_ef = tmp_dw + tmp_ee;\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 float3 tmp_el = 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_em = tmp_el[0];\n\t\t\t float tmp_eo = tmp_em - (float)-1;\n\t\t\t
float tmp_eq = tmp_eo / (float)2;\n\t\t\t float tmp_es = tmp_eq * (float)5;\n\t\t\t
float tmp_et = (float)-2 + tmp_es;\n\t\t\t float tmp_eu = max(tmp_et, (float)0);\n\t\t\t
float tmp_ev = min(tmp_eu, (float)1);\n\t\t\t float tmp_ew = (float)1 -
tmp_eh;\n\t\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t\t float tmp_ey
= tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t\t
float tmp_fe = ceil(tmp_fd);\n\t\t\t float tmp_ff = saturate(tmp_fe);\n\t\t\t
bool tmp_fg = tmp_ff > (float)0.800000012;\n\t\t\t bool tmp_fi = tmp_fg
? (bool)true : attributes.crumble;\n\t\t\t uint tmp_fj = attributes.particleId
^ asuint(uniform_g);\n\t\t\t float tmp_fk = FixedRand(tmp_fj);\n\t\t\t
bool tmp_fl = tmp_fk > (float)0.800000012;\n\t\t\t uint tmp_fo = tmp_fl
? (uint)1 : (uint)0;\n\t\t\t int tmp_fp = (int)tmp_fo;\n\t\t\t int tmp_fr
= tmp_fi ? tmp_fp : (int)0;\n\t\t\t uint tmp_fs = (uint)tmp_fr;\n\t\t\t
uint tmp_ft = tmp_fs * asuint(uniform_bw);\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ft);\n\t\t\t
eventCount_a += attributes.eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t bool tmp_do
= attributes.shockwave > (float)0;\n\t\t\t bool tmp_dq = attributes.shockwave
< (float)0.800000012;\n\t\t\t bool tmp_dr = tmp_do && tmp_dq;\n\t\t\t
uint tmp_ds = attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_dt
= FixedRand(tmp_ds);\n\t\t\t bool tmp_dv = tmp_dt > (float)0.5;\n\t\t\t
bool tmp_dw = tmp_dr && tmp_dv;\n\t\t\t uint tmp_dz = tmp_dw ? (uint)1 :
(uint)0;\n\t\t\t uint tmp_ea = tmp_dz * asuint(uniform_bw);\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ea);\n\t\t\t
eventCount_b += attributes.eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_dn
= attributes.particleId ^ asuint(uniform_g);\n\t\t\t float tmp_do = FixedRand(tmp_dn);\n\t\t\t
float tmp_dq = tmp_do * (float)0.999000013;\n\t\t\t bool tmp_dr = uniform_bx
> tmp_dq;\n\t\t\t uint tmp_du = tmp_dr ? (uint)1 : (uint)0;\n\t\t\t attributes.eventCount
= 0u;\n\t\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_du);\n\t\t\t
eventCount_c += attributes.eventCount;\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_dp
= attributes.Male * (float)0.889999926;\n\t\t\t float tmp_dq = (float)0.660000026
+ tmp_dp;\n\t\t\t float tmp_dt = attributes.Male * (float)-0.300000012;\n\t\t\t
float tmp_du = (float)0.300000012 + tmp_dt;\n\t\t\t float tmp_dv = tmp_dq
+ tmp_du;\n\t\t\t float4 tmp_dx = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t\t
float tmp_dy = tmp_dx[0];\n\t\t\t float tmp_eb = attributes.Male * (float)0.109999985;\n\t\t\t
float tmp_ec = (float)0.340000004 + tmp_eb;\n\t\t\t float tmp_ed = tmp_dv
* tmp_ec;\n\t\t\t float tmp_ee = tmp_ed - tmp_dv;\n\t\t\t float tmp_ef
= tmp_dy * tmp_ee;\n\t\t\t float tmp_eg = tmp_dv + tmp_ef;\n\t\t\t float
tmp_eh = tmp_dx[1];\n\t\t\t float tmp_ek = attributes.Male * (float)-0.279999971;\n\t\t\t
float tmp_el = (float)1.13999999 + tmp_ek;\n\t\t\t float tmp_em = tmp_eg
* tmp_el;\n\t\t\t float tmp_en = tmp_em - tmp_eg;\n\t\t\t float tmp_eo
= tmp_eh * tmp_en;\n\t\t\t float tmp_ep = tmp_eg + tmp_eo;\n\t\t\t float
tmp_eq = tmp_dx[2];\n\t\t\t float tmp_et = attributes.Male * (float)0.310000062;\n\t\t\t
float tmp_eu = (float)1.03999996 + tmp_et;\n\t\t\t float tmp_ev = tmp_ep
* tmp_eu;\n\t\t\t float tmp_ew = tmp_ev - tmp_ep;\n\t\t\t float tmp_ex
= tmp_eq * tmp_ew;\n\t\t\t float tmp_ey = tmp_ep + tmp_ex;\n\t\t\t float
tmp_fb = tmp_dy * (float)0.0200000405;\n\t\t\t float tmp_fc = (float)0.529999971
+ tmp_fb;\n\t\t\t float tmp_fd = tmp_ey * tmp_fc;\n\t\t\t float tmp_fg
= tmp_eh * (float)0.190000057;\n\t\t\t float tmp_fh = (float)1 + tmp_fg;\n\t\t\t
float tmp_fi = tmp_fd * tmp_fh;\n\t\t\t float tmp_fk = tmp_fi * (float)0.400000006;\n\t\t\t
SetAttribute_3278B22F( /*inout */attributes.size, tmp_fk);\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
* 0x8 + 0x23800) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x8E003) << 2,asuint(attributes.shockwaveMask));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x23803) << 2,asuint(attributes.shockwave));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x8E004) << 2,uint(attributes.collapseStarted));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x23804) << 2,uint(attributes.crumble));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x8E000) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x8E005) << 2,asuint(attributes.angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x8E006) << 2,asuint(attributes.angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x8E007) << 2,asuint(attributes.angularVelocityZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x23805) << 2,asuint(attributes.bodyAnim));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x23806) << 2,asuint(attributes.bodyAnimNoise));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x23807) << 2,asuint(attributes.Male));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xD5000) << 2,asuint(attributes.axisX));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xD5004) << 2,asuint(attributes.axisY));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0xD5008) << 2,asuint(attributes.axisZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x13F800) << 2,asuint(attributes.size));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x148600) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x148601) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x148602) << 2,asuint(attributes.angleZ));\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\tfor (uint
i = 0; i < eventCount_c; ++i) eventListOut_c.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\tfor
(uint i = 0; i < eventCount_c; ++i) eventListOut_c.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 * 0x8 + 0x23800) << 2));\n\t\tattributes.shockwaveMask
= asfloat(attributeBuffer.Load((index * 0x8 + 0x8E003) << 2));\n\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\tattributes.collapseStarted
= (attributeBuffer.Load((index * 0x8 + 0x8E004) << 2));\n\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x8E000) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x8E005) << 2));\n\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x8E006) << 2));\n\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x8E007) << 2));\n\t\tattributes.crumbleDebrisMask = (float)0;\n\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\tattributes.eventCount
= (uint)0;\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount_b = 0u;\n\t\tuint
eventCount_c = 0u;\n\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 2));\n\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 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_dn = attributes.position - uniform_a;\n\t\t float3 tmp_do = tmp_dn
* tmp_dn;\n\t\t float tmp_dp = tmp_do[2];\n\t\t float tmp_dq = tmp_do[1];\n\t\t
float tmp_dr = tmp_dp + tmp_dq;\n\t\t float tmp_ds = tmp_do[0];\n\t\t
float tmp_dt = tmp_dr + tmp_ds;\n\t\t float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t
float tmp_dx = max(tmp_dv, (float)0.99000001);\n\t\t float tmp_dz = min(tmp_dx,
(float)84);\n\t\t float tmp_ea = tmp_dz - (float)0.99000001;\n\t\t float
tmp_ec = tmp_ea / (float)83.0100021;\n\t\t float tmp_ee = tmp_ec * (float)100;\n\t\t
SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_ee);\n\t\t}\n\t\t{\n\t\t
float3 tmp_dn = attributes.position - uniform_a;\n\t\t float3 tmp_do = tmp_dn
* tmp_dn;\n\t\t float tmp_dp = tmp_do[2];\n\t\t float tmp_dq = tmp_do[1];\n\t\t
float tmp_dr = tmp_dp + tmp_dq;\n\t\t float tmp_ds = tmp_do[0];\n\t\t
float tmp_dt = tmp_dr + tmp_ds;\n\t\t float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t
float tmp_dx = max(tmp_dv, (float)0.99000001);\n\t\t float tmp_dz = min(tmp_dx,
(float)84);\n\t\t float tmp_ea = tmp_dz - (float)0.99000001;\n\t\t float
tmp_ec = tmp_ea / (float)83.0100021;\n\t\t float tmp_ee = tmp_ec * (float)100;\n\t\t
bool tmp_ef = !attributes.collapseStarted;\n\t\t float tmp_eh = tmp_ef ?
uniform_c : (float)1;\n\t\t float tmp_ej = max(tmp_eh, (float)0);\n\t\t
float tmp_ek = min(tmp_ej, (float)1);\n\t\t float tmp_em = tmp_ek * (float)60;\n\t\t
float tmp_en = tmp_em + (float)1;\n\t\t bool tmp_eo = tmp_ee < tmp_en;\n\t\t
float tmp_ep = tmp_em - (float)1;\n\t\t bool tmp_eq = tmp_ee > tmp_ep;\n\t\t
bool tmp_er = tmp_eo && tmp_eq;\n\t\t float tmp_et = attributes.shockwave
+ (float)0.25;\n\t\t float tmp_ev = attributes.shockwave - (float)0.0250000004;\n\t\t
float tmp_ew = tmp_er ? tmp_et : tmp_ev;\n\t\t float tmp_ex = max(tmp_ew,
(float)0);\n\t\t float tmp_ey = min(tmp_ex, (float)1);\n\t\t float tmp_ez
= (bool)asuint(uniform_b) ? tmp_ey : (float)0;\n\t\t SetCustomAttribute_89FC86F5(
/*inout */attributes.shockwave, tmp_ez);\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_dn = !attributes.collapseStarted;\n\t\t float tmp_dp = tmp_dn ?
uniform_d : (float)1;\n\t\t float tmp_dr = max(tmp_dp, (float)0);\n\t\t
float tmp_ds = min(tmp_dr, (float)1);\n\t\t float tmp_du = tmp_ds * (float)60;\n\t\t
bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t float tmp_dw = tmp_dn
? uniform_e : (float)1;\n\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t float tmp_ef = tmp_dw + tmp_ee;\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
float3 tmp_el = 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_em = tmp_el[0];\n\t\t
float tmp_eo = tmp_em - (float)-1;\n\t\t float tmp_eq = tmp_eo / (float)2;\n\t\t
float tmp_es = tmp_eq * (float)5;\n\t\t float tmp_et = (float)-2 + tmp_es;\n\t\t
float tmp_eu = max(tmp_et, (float)0);\n\t\t float tmp_ev = min(tmp_eu, (float)1);\n\t\t
float tmp_ew = (float)1 - tmp_eh;\n\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t
float tmp_ey = tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t float
tmp_fe = ceil(tmp_fd);\n\t\t float tmp_ff = saturate(tmp_fe);\n\t\t bool
tmp_fg = tmp_ff > (float)0.800000012;\n\t\t bool tmp_fi = tmp_fg ? (bool)true
: attributes.crumble;\n\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble,
tmp_fi);\n\t\t}\n\t\t{\n\t\t uint tmp_dn = attributes.particleId ^ asuint(uniform_g);\n\t\t
float tmp_do = FixedRand(tmp_dn);\n\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t float3 tmp_dq = tmp_dp * uniform_h;\n\t\t float3 tmp_dr
= uniform_f + tmp_dq;\n\t\t float3 tmp_dt = attributes.crumble ? tmp_dr
: float3(0, 0, 0);\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_dt, (float)1, deltaTime_e);\n\t\t}\n\t\t{\n\t\t float3 tmp_dn = float3(attributes.angularVelocityX,
attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t float3
tmp_do = attributes.crumble ? uniform_i : tmp_dn;\n\t\t SetAttribute_FA9588B7(
/*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY,
/*inout */attributes.angularVelocityZ, tmp_do);\n\t\t}\n\t\t{\n\t\t uint
tmp_do = attributes.particleId ^ asuint(uniform_g);\n\t\t float tmp_dp =
FixedRand(tmp_do);\n\t\t float tmp_dr = tmp_dp * (float)0.299999952;\n\t\t
float tmp_ds = (float)0.850000024 + tmp_dr;\n\t\t float tmp_dt = uniform_j
* tmp_ds;\n\t\t float tmp_dv = attributes.crumble ? tmp_dt : (float)0;\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_g, FieldTransform_g, tmp_dv, Drag_g, frequency_g, asint(octaves_g),
roughness_g, (float)2, deltaTime_e);\n\t\t}\n\t\t{\n\t\t bool tmp_dn = !attributes.collapseStarted;\n\t\t
float tmp_dp = tmp_dn ? uniform_d : (float)1;\n\t\t float tmp_dr = max(tmp_dp,
(float)0);\n\t\t float tmp_ds = min(tmp_dr, (float)1);\n\t\t float tmp_du
= tmp_ds * (float)60;\n\t\t bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t
float tmp_dw = tmp_dn ? uniform_e : (float)1;\n\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t float tmp_ef = tmp_dw + tmp_ee;\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
float3 tmp_el = 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_em = tmp_el[0];\n\t\t
float tmp_eo = tmp_em - (float)-1;\n\t\t float tmp_eq = tmp_eo / (float)2;\n\t\t
float tmp_es = tmp_eq * (float)5;\n\t\t float tmp_et = (float)-2 + tmp_es;\n\t\t
float tmp_eu = max(tmp_et, (float)0);\n\t\t float tmp_ev = min(tmp_eu, (float)1);\n\t\t
float tmp_ew = (float)1 - tmp_eh;\n\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t
float tmp_ey = tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t float
tmp_fe = ceil(tmp_fd);\n\t\t float tmp_ff = saturate(tmp_fe);\n\t\t float
tmp_fh = tmp_fb - (float)0.600000024;\n\t\t float tmp_fi = ceil(tmp_fh);\n\t\t
float tmp_fj = saturate(tmp_fi);\n\t\t float tmp_fk = tmp_ff - tmp_fj;\n\t\t
SetCustomAttribute_C4652661( /*inout */attributes.crumbleDebrisMask, tmp_fk);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dp = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t
float tmp_dq = tmp_dp[3];\n\t\t float tmp_dr = (float)1 - tmp_dq;\n\t\t
float tmp_ds = uniform_k - tmp_dr;\n\t\t float tmp_dt = max(tmp_ds, (float)0);\n\t\t
float tmp_du = min(tmp_dt, (float)1);\n\t\t float tmp_dv = attributes.bodyAnim
+ tmp_du;\n\t\t float tmp_dx = uniform_m - tmp_dr;\n\t\t float tmp_dy
= max(tmp_dx, (float)0);\n\t\t float tmp_dz = min(tmp_dy, (float)1);\n\t\t
float tmp_ea = (float)-1 * tmp_dz;\n\t\t float tmp_eb = tmp_dv + tmp_ea;\n\t\t
float tmp_ec = tmp_eb * uniform_n;\n\t\t float tmp_ed = max(tmp_ec, (float)0);\n\t\t
float tmp_ee = min(tmp_ed, (float)1);\n\t\t SetCustomAttribute_330F1557(
/*inout */attributes.bodyAnim, tmp_ee);\n\t\t}\n\t\t{\n\t\t float tmp_do
= attributes.uv[0];\n\t\t float tmp_dp = tmp_do - (float)0.5;\n\t\t float
tmp_dq = tmp_dp * uniform_p;\n\t\t float tmp_dr = attributes.uv[1];\n\t\t
float tmp_ds = tmp_dr - (float)0.5;\n\t\t float tmp_dt = tmp_ds * uniform_q;\n\t\t
float tmp_du = tmp_dq - tmp_dt;\n\t\t float tmp_dv = (float)0.5 + tmp_du;\n\t\t
float tmp_dw = tmp_dp * uniform_q;\n\t\t float tmp_dx = tmp_ds * uniform_p;\n\t\t
float tmp_dy = tmp_dw + tmp_dx;\n\t\t float tmp_dz = (float)0.5 + tmp_dy;\n\t\t
float2 tmp_ea = float2(tmp_dv, tmp_dz);\n\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_ea,
uniform_r.x, asint(uniform_s), uniform_r.y, uniform_r.z);\n\t\t float tmp_ec
= tmp_eb[0];\n\t\t float tmp_ee = tmp_ec - (float)-1;\n\t\t float tmp_eg
= tmp_ee / (float)2;\n\t\t float tmp_ei = max(tmp_eg, (float)0);\n\t\t
float tmp_ek = min(tmp_ei, (float)1);\n\t\t float tmp_el = tmp_ek * uniform_t;\n\t\t
float tmp_em = uniform_o + tmp_el;\n\t\t float tmp_en = tmp_em + attributes.bodyAnimNoise;\n\t\t
float tmp_eo = tmp_en * uniform_u;\n\t\t float tmp_ep = pow(tmp_en, uniform_v);\n\t\t
float tmp_eq = tmp_eo - tmp_ep;\n\t\t float tmp_er = max(tmp_eq, (float)0);\n\t\t
float tmp_es = min(tmp_er, (float)1);\n\t\t SetCustomAttribute_45512BE9(
/*inout */attributes.bodyAnimNoise, tmp_es);\n\t\t}\n\t\t{\n\t\t float4
tmp_do = SampleTexture(VFX_SAMPLER(texture_x),attributes.uv,(float)0);\n\t\t
float tmp_dp = tmp_do[0];\n\t\t float tmp_dq = tmp_do[1];\n\t\t float
tmp_dr = tmp_do[2];\n\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t
float3 tmp_dt = attributes.position - tmp_ds;\n\t\t float3 tmp_du = tmp_dt
* tmp_dt;\n\t\t float tmp_dv = tmp_du[2];\n\t\t float tmp_dw = tmp_du[1];\n\t\t
float tmp_dx = tmp_dv + tmp_dw;\n\t\t float tmp_dy = tmp_du[0];\n\t\t
float tmp_dz = tmp_dx + tmp_dy;\n\t\t float tmp_eb = pow(tmp_dz, (float)0.5);\n\t\t
float tmp_ec = max(tmp_eb, uniform_y);\n\t\t float tmp_ed = min(tmp_ec,
uniform_z);\n\t\t float tmp_ee = tmp_ed - uniform_y;\n\t\t float tmp_ef
= tmp_ee / uniform_ba;\n\t\t float tmp_eg = tmp_ef * uniform_bb;\n\t\t
float tmp_eh = uniform_w + tmp_eg;\n\t\t float tmp_ei = deltaTime_e * tmp_eh;\n\t\t
float tmp_ej = tmp_ei * uniform_bc;\n\t\t uint tmp_el = attributes.particleId
^ asuint(uniform_g);\n\t\t float tmp_em = FixedRand(tmp_el);\n\t\t float
tmp_en = tmp_em * uniform_bf;\n\t\t float tmp_eo = uniform_be + tmp_en;\n\t\t
float tmp_ep = attributes.uv[0];\n\t\t float tmp_eq = uniform_bg + tmp_ep;\n\t\t
float tmp_er = attributes.uv[1];\n\t\t float tmp_es = uniform_bh + tmp_er;\n\t\t
float2 tmp_et = float2(tmp_eq, tmp_es);\n\t\t float3 tmp_ev = GeneratePerlinNoise(tmp_et,
uniform_bi.x, (int)2, uniform_bi.y, uniform_bi.z);\n\t\t float tmp_ew =
tmp_ev[0];\n\t\t float tmp_ey = tmp_ew - (float)-1;\n\t\t float tmp_fa
= tmp_ey / (float)2;\n\t\t float tmp_fb = max(tmp_fa, uniform_bj);\n\t\t
float tmp_fc = min(tmp_fb, uniform_bk);\n\t\t float tmp_fd = tmp_fc - uniform_bj;\n\t\t
float tmp_fe = tmp_fd / uniform_bl;\n\t\t float tmp_ff = tmp_em * uniform_bn;\n\t\t
float tmp_fg = uniform_bm + tmp_ff;\n\t\t float tmp_fh = tmp_fg - tmp_eo;\n\t\t
float tmp_fi = tmp_fe * tmp_fh;\n\t\t float tmp_fj = tmp_eo + tmp_fi;\n\t\t
float tmp_fk = tmp_fj - (float)1;\n\t\t float tmp_fl = uniform_bd * tmp_fk;\n\t\t
float tmp_fm = (float)1 + tmp_fl;\n\t\t float tmp_fn = tmp_ej * tmp_fm;\n\t\t
float tmp_fo = saturate(tmp_fn);\n\t\t float3 tmp_fp = float3(tmp_fo, tmp_fo,
tmp_fo);\n\t\t float3 tmp_fq = tmp_ds - attributes.position;\n\t\t float3
tmp_fr = tmp_fp * tmp_fq;\n\t\t float3 tmp_fs = attributes.position + tmp_fr;\n\t\t
float3 tmp_ft = attributes.crumble ? attributes.position : tmp_fs;\n\t\t
SetAttribute_CAC29747( /*inout */attributes.position, tmp_ft);\n\t\t}\n\t\t{\n\t\t
float4 tmp_dp = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_dq = tmp_dp[0];\n\t\t float4 tmp_dr = SampleTexture(VFX_SAMPLER(texture_l),attributes.uv,(float)0);\n\t\t
float tmp_ds = tmp_dr[2];\n\t\t float tmp_dt = tmp_dq * tmp_ds;\n\t\t
float tmp_dv = pow(tmp_dt, (float)0.5);\n\t\t float tmp_dw = uniform_bp
* tmp_dv;\n\t\t float tmp_dx = tmp_dr[3];\n\t\t float tmp_dy = uniform_br
* tmp_dx;\n\t\t float tmp_dz = tmp_dw + tmp_dy;\n\t\t float tmp_ea =
tmp_dv + uniform_bs;\n\t\t float tmp_eb = tmp_dz + tmp_ea;\n\t\t float
tmp_ec = (float)1 - tmp_eb;\n\t\t float tmp_ed = (bool)asuint(uniform_bo)
? tmp_ec : tmp_eb;\n\t\t float tmp_ee = max(tmp_ed, (float)0);\n\t\t
float tmp_ef = min(tmp_ee, (float)1);\n\t\t float tmp_eg = uniform_bt *
attributes.bodyAnimNoise;\n\t\t float tmp_eh = (float)1 - tmp_ef;\n\t\t
float tmp_ei = tmp_eg * tmp_eh;\n\t\t float tmp_ej = tmp_ef + tmp_ei;\n\t\t
SetCustomAttribute_A2FB643D( /*inout */attributes.Male, tmp_ej);\n\t\t}\n\t\t{\n\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bu),attributes.uv,(float)0);\n\t\t
float tmp_dp = tmp_do[0];\n\t\t float tmp_dq = tmp_do[1];\n\t\t float
tmp_dr = tmp_do[2];\n\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_ds);\n\t\t}\n\t\t{\n\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bv),attributes.uv,(float)0);\n\t\t
float tmp_dp = tmp_do[0];\n\t\t float tmp_dq = tmp_do[1];\n\t\t float
tmp_dr = tmp_do[2];\n\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_ds);\n\t\t}\n\t\t{\n\t\t
float4 tmp_do = SampleTexture(VFX_SAMPLER(texture_bv),attributes.uv,(float)0);\n\t\t
float tmp_dp = tmp_do[1];\n\t\t float4 tmp_dq = SampleTexture(VFX_SAMPLER(texture_bu),attributes.uv,(float)0);\n\t\t
float tmp_dr = tmp_dq[2];\n\t\t float tmp_ds = tmp_dp * tmp_dr;\n\t\t
float tmp_dt = tmp_do[2];\n\t\t float tmp_du = tmp_dq[1];\n\t\t float
tmp_dv = tmp_dt * tmp_du;\n\t\t float tmp_dw = tmp_ds - tmp_dv;\n\t\t
float tmp_dx = tmp_dq[0];\n\t\t float tmp_dy = tmp_dt * tmp_dx;\n\t\t
float tmp_dz = tmp_do[0];\n\t\t float tmp_ea = tmp_dz * tmp_dr;\n\t\t
float tmp_eb = tmp_dy - tmp_ea;\n\t\t float tmp_ec = tmp_dz * tmp_du;\n\t\t
float tmp_ed = tmp_dp * tmp_dx;\n\t\t float tmp_ee = tmp_ec - tmp_ed;\n\t\t
float3 tmp_ef = float3(tmp_dw, tmp_eb, tmp_ee);\n\t\t float tmp_eg = tmp_dq[3];\n\t\t
float3 tmp_eh = float3(tmp_eg, tmp_eg, tmp_eg);\n\t\t float3 tmp_ei = tmp_ef
* tmp_eh;\n\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_ei);\n\t\t}\n\t\t{\n\t\t
bool tmp_dn = !attributes.collapseStarted;\n\t\t float tmp_dp = tmp_dn ?
uniform_d : (float)1;\n\t\t float tmp_dr = max(tmp_dp, (float)0);\n\t\t
float tmp_ds = min(tmp_dr, (float)1);\n\t\t float tmp_du = tmp_ds * (float)60;\n\t\t
bool tmp_dv = tmp_du > attributes.shockwaveMask;\n\t\t float tmp_dw = tmp_dn
? uniform_e : (float)1;\n\t\t float tmp_dy = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_ea = min(tmp_dy, (float)100);\n\t\t float
tmp_eb = tmp_ea / (float)100;\n\t\t float tmp_ed = tmp_eb * (float)-0.5;\n\t\t
float tmp_ee = (float)0.5 + tmp_ed;\n\t\t float tmp_ef = tmp_dw + tmp_ee;\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
float3 tmp_el = 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_em = tmp_el[0];\n\t\t
float tmp_eo = tmp_em - (float)-1;\n\t\t float tmp_eq = tmp_eo / (float)2;\n\t\t
float tmp_es = tmp_eq * (float)5;\n\t\t float tmp_et = (float)-2 + tmp_es;\n\t\t
float tmp_eu = max(tmp_et, (float)0);\n\t\t float tmp_ev = min(tmp_eu, (float)1);\n\t\t
float tmp_ew = (float)1 - tmp_eh;\n\t\t float tmp_ex = tmp_ev * tmp_ew;\n\t\t
float tmp_ey = tmp_eh + 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 = tmp_dv ? tmp_fa
: (float)0;\n\t\t float tmp_fd = tmp_fb - (float)0.800000012;\n\t\t float
tmp_fe = ceil(tmp_fd);\n\t\t float tmp_ff = saturate(tmp_fe);\n\t\t bool
tmp_fg = tmp_ff > (float)0.800000012;\n\t\t bool tmp_fi = tmp_fg ? (bool)true
: attributes.crumble;\n\t\t uint tmp_fj = attributes.particleId ^ asuint(uniform_g);\n\t\t
float tmp_fk = FixedRand(tmp_fj);\n\t\t bool tmp_fl = tmp_fk > (float)0.800000012;\n\t\t
uint tmp_fo = tmp_fl ? (uint)1 : (uint)0;\n\t\t int tmp_fp = (int)tmp_fo;\n\t\t
int tmp_fr = tmp_fi ? tmp_fp : (int)0;\n\t\t uint tmp_fs = (uint)tmp_fr;\n\t\t
uint tmp_ft = tmp_fs * asuint(uniform_bw);\n\t\t attributes.eventCount =
0u;\n\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ft);\n\t\t
eventCount_a += attributes.eventCount;\n\t\t}\n\t\t{\n\t\t bool tmp_do =
attributes.shockwave > (float)0;\n\t\t bool tmp_dq = attributes.shockwave
< (float)0.800000012;\n\t\t bool tmp_dr = tmp_do && tmp_dq;\n\t\t uint
tmp_ds = attributes.particleId ^ asuint(uniform_g);\n\t\t float tmp_dt =
FixedRand(tmp_ds);\n\t\t bool tmp_dv = tmp_dt > (float)0.5;\n\t\t bool
tmp_dw = tmp_dr && tmp_dv;\n\t\t uint tmp_dz = tmp_dw ? (uint)1 : (uint)0;\n\t\t
uint tmp_ea = tmp_dz * asuint(uniform_bw);\n\t\t attributes.eventCount =
0u;\n\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_ea);\n\t\t
eventCount_b += attributes.eventCount;\n\t\t}\n\t\t{\n\t\t uint tmp_dn =
attributes.particleId ^ asuint(uniform_g);\n\t\t float tmp_do = FixedRand(tmp_dn);\n\t\t
float tmp_dq = tmp_do * (float)0.999000013;\n\t\t bool tmp_dr = uniform_bx
> tmp_dq;\n\t\t uint tmp_du = tmp_dr ? (uint)1 : (uint)0;\n\t\t attributes.eventCount
= 0u;\n\t\t GPUEventAlways( /*inout */attributes.eventCount, tmp_du);\n\t\t
eventCount_c += attributes.eventCount;\n\t\t}\n\t\t{\n\t\t float tmp_dp
= attributes.Male * (float)0.889999926;\n\t\t float tmp_dq = (float)0.660000026
+ tmp_dp;\n\t\t float tmp_dt = attributes.Male * (float)-0.300000012;\n\t\t
float tmp_du = (float)0.300000012 + tmp_dt;\n\t\t float tmp_dv = tmp_dq
+ tmp_du;\n\t\t float4 tmp_dx = SampleTexture(VFX_SAMPLER(texture_bq),attributes.uv,(float)0);\n\t\t
float tmp_dy = tmp_dx[0];\n\t\t float tmp_eb = attributes.Male * (float)0.109999985;\n\t\t
float tmp_ec = (float)0.340000004 + tmp_eb;\n\t\t float tmp_ed = tmp_dv
* tmp_ec;\n\t\t float tmp_ee = tmp_ed - tmp_dv;\n\t\t float tmp_ef =
tmp_dy * tmp_ee;\n\t\t float tmp_eg = tmp_dv + tmp_ef;\n\t\t float tmp_eh
= tmp_dx[1];\n\t\t float tmp_ek = attributes.Male * (float)-0.279999971;\n\t\t
float tmp_el = (float)1.13999999 + tmp_ek;\n\t\t float tmp_em = tmp_eg *
tmp_el;\n\t\t float tmp_en = tmp_em - tmp_eg;\n\t\t float tmp_eo = tmp_eh
* tmp_en;\n\t\t float tmp_ep = tmp_eg + tmp_eo;\n\t\t float tmp_eq =
tmp_dx[2];\n\t\t float tmp_et = attributes.Male * (float)0.310000062;\n\t\t
float tmp_eu = (float)1.03999996 + tmp_et;\n\t\t float tmp_ev = tmp_ep *
tmp_eu;\n\t\t float tmp_ew = tmp_ev - tmp_ep;\n\t\t float tmp_ex = tmp_eq
* tmp_ew;\n\t\t float tmp_ey = tmp_ep + tmp_ex;\n\t\t float tmp_fb =
tmp_dy * (float)0.0200000405;\n\t\t float tmp_fc = (float)0.529999971 +
tmp_fb;\n\t\t float tmp_fd = tmp_ey * tmp_fc;\n\t\t float tmp_fg = tmp_eh
* (float)0.190000057;\n\t\t float tmp_fh = (float)1 + tmp_fg;\n\t\t float
tmp_fi = tmp_fd * tmp_fh;\n\t\t float tmp_fk = tmp_fi * (float)0.400000006;\n\t\t
SetAttribute_3278B22F( /*inout */attributes.size, tmp_fk);\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 * 0x8 + 0x23800)
<< 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index * 0x8
+ 0x8E003) << 2,asuint(attributes.shockwaveMask));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x23803) << 2,asuint(attributes.shockwave));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x8E004) << 2,uint(attributes.collapseStarted));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x23804) << 2,uint(attributes.crumble));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x8E000) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x8E005) << 2,asuint(attributes.angularVelocityX));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x8E006) << 2,asuint(attributes.angularVelocityY));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x8E007) << 2,asuint(attributes.angularVelocityZ));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x23805) << 2,asuint(attributes.bodyAnim));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x23806) << 2,asuint(attributes.bodyAnimNoise));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x23807) << 2,asuint(attributes.Male));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xD5000) << 2,asuint(attributes.axisX));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xD5004) << 2,asuint(attributes.axisY));\n\t\tattributeBuffer.Store3((index
* 0xC + 0xD5008) << 2,asuint(attributes.axisZ));\n\t\tattributeBuffer.Store((index
* 0x1 + 0x13F800) << 2,asuint(attributes.size));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x148600) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x148601) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x148602) << 2,asuint(attributes.angleZ));\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\tfor (uint i = 0; i
< eventCount_c; ++i) eventListOut_c.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]A Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Calm/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_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_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_SIZE_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_ANGLEX_CURRENT
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define
USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT
1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define
HDRP_USE_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_d;\n\t\t float4 uniform_e;\n\t\t
float4 uniform_w;\n\t\t float3 uniform_o;\n\t\t float uniform_b;\n\t\t
float3 uniform_y;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t
float uniform_h;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t
float uniform_k;\n\t\t float uniform_l;\n\t\t float uniform_m;\n\t\t
float uniform_n;\n\t\t float uniform_p;\n\t\t float uniform_q;\n\t\t
float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t
float uniform_u;\n\t\t float uniform_v;\n\t\t float uniform_x;\n\t\t
float Size_h;\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_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 uniform_bj;\n\t\t float uniform_bk;\n\t\t
float uniform_bl;\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 float3 axisX;\n\t\t float3
axisY;\n\t\t float3 axisZ;\n\t\t float size;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t
float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float
scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D texture_a;\n\t\tSamplerState
samplertexture_a;\n\t\tfloat4 texture_a_TexelSize;\n\t\t\n\t\tTexture2D texture_bd;\n\t\tSamplerState
samplertexture_bd;\n\t\tfloat4 texture_bd_TexelSize;\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState
samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\t\tTexture2D
maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tfloat4 maskMap_TexelSize;\n\t\t\n\t\tTexture2D
normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tfloat4 normalMap_TexelSize;\n\t\t\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t
WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t
}\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma
multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t
\n\t\t \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t\n\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\n\t\t
SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4
cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS :
TEXCOORD8; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\n\t\t\t\t\t\t\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy
= i.uv;\n\t\t\t \n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1
= i.uv1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
o.vertexColor = i.vertexColor;\n\t\t\t #endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t
\n\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out
float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace
: SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define
USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t
\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA
builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t float4 tmp_dg = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t\t
float tmp_dh = tmp_dg[2];\n\t\t\t\t float tmp_di = (float)1 - tmp_dh;\n\t\t\t\t
float tmp_dj = tmp_dd * tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_de
= max(attributes.bodyAnim, (float)0);\n\t\t\t\t float tmp_df = min(tmp_de,
(float)1);\n\t\t\t\t float tmp_dh = tmp_df * (float)-0.300000012;\n\t\t\t\t
float tmp_di = (float)1 + tmp_dh;\n\t\t\t\t float tmp_dj = attributes.size
* tmp_di;\n\t\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_dj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_df = tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df,
(float)0);\n\t\t\t\t float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t
float4 tmp_dk = float4(tmp_dj, tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4
tmp_dl = tmp_dk * uniform_d;\n\t\t\t\t float4 tmp_dm = uniform_c + tmp_dl;\n\t\t\t\t
uint tmp_dn = attributes.particleId ^ asuint(uniform_k);\n\t\t\t\t float
tmp_do = FixedRand(tmp_dn);\n\t\t\t\t float tmp_dp = tmp_do * uniform_l;\n\t\t\t\t
float tmp_dq = uniform_j + tmp_dp;\n\t\t\t\t float tmp_dr = attributes.uv[0];\n\t\t\t\t
float tmp_ds = uniform_m + tmp_dr;\n\t\t\t\t float tmp_dt = attributes.uv[1];\n\t\t\t\t
float tmp_du = uniform_n + tmp_dt;\n\t\t\t\t float2 tmp_dv = float2(tmp_ds,
tmp_du);\n\t\t\t\t float3 tmp_dx = GeneratePerlinNoise(tmp_dv, uniform_o.x,
(int)2, uniform_o.y, uniform_o.z);\n\t\t\t\t float tmp_dy = tmp_dx[0];\n\t\t\t\t
float tmp_ea = tmp_dy - (float)-1;\n\t\t\t\t float tmp_ec = tmp_ea / (float)2;\n\t\t\t\t
float tmp_ed = max(tmp_ec, uniform_p);\n\t\t\t\t float tmp_ee = min(tmp_ed,
uniform_q);\n\t\t\t\t float tmp_ef = tmp_ee - uniform_p;\n\t\t\t\t float
tmp_eg = tmp_ef / uniform_r;\n\t\t\t\t float tmp_eh = tmp_do * uniform_t;\n\t\t\t\t
float tmp_ei = uniform_s + tmp_eh;\n\t\t\t\t float tmp_ej = tmp_ei - tmp_dq;\n\t\t\t\t
float tmp_ek = tmp_eg * tmp_ej;\n\t\t\t\t float tmp_el = tmp_dq + tmp_ek;\n\t\t\t\t
float tmp_em = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_en = (bool)asuint(uniform_v) ? tmp_em : (float)0;\n\t\t\t\t float tmp_eo
= (bool)asuint(uniform_u) ? attributes.shockwave : tmp_en;\n\t\t\t\t float
tmp_ep = (bool)asuint(uniform_i) ? tmp_el : tmp_eo;\n\t\t\t\t float tmp_eq
= (bool)asuint(uniform_h) ? (float)0 : tmp_ep;\n\t\t\t\t float tmp_er =
(bool)asuint(uniform_g) ? attributes.bodyAnimNoise : tmp_eq;\n\t\t\t\t float
tmp_es = (bool)asuint(uniform_f) ? attributes.Male : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_b) ? (float)0 : tmp_es;\n\t\t\t\t float4 tmp_eu
= float4(tmp_et, tmp_et, tmp_et, tmp_et);\n\t\t\t\t float4 tmp_ev = tmp_eu
* uniform_w;\n\t\t\t\t float4 tmp_ew = uniform_e + tmp_ev;\n\t\t\t\t
float tmp_ex = tmp_ew[0];\n\t\t\t\t float tmp_ey = tmp_ew[1];\n\t\t\t\t
float tmp_ez = tmp_ew[2];\n\t\t\t\t float4 tmp_fa = float4(tmp_ex, tmp_ey,
tmp_ez, (float)1);\n\t\t\t\t float4 tmp_fb = (bool)asuint(uniform_b) ? tmp_dm
: tmp_fa;\n\t\t\t\t float tmp_fc = tmp_fb[0];\n\t\t\t\t float tmp_fd
= tmp_fb[1];\n\t\t\t\t float tmp_fe = tmp_fb[2];\n\t\t\t\t float3 tmp_ff
= float3(tmp_fc, tmp_fd, tmp_fe);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc + float3(0, -0.800000012,
0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t float3 tmp_dq
= tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t\t
float tmp_de = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float
tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t float tmp_di = max(tmp_dg,
(float)0);\n\t\t\t\t float tmp_dk = min(tmp_di, (float)1);\n\t\t\t\t
float tmp_dl = tmp_dk * uniform_x;\n\t\t\t\t float3 tmp_dm = float3(tmp_dl,
tmp_dl, tmp_dl);\n\t\t\t\t float tmp_dn = attributes.uv[0];\n\t\t\t\t
bool tmp_dp = tmp_dn > (float)0.5;\n\t\t\t\t float3 tmp_ds = tmp_dc + float3(0,
180, 15);\n\t\t\t\t float3 tmp_dt = float3(-1, -1, -1) * tmp_ds;\n\t\t\t\t
float3 tmp_du = tmp_dp ? tmp_dt : tmp_ds;\n\t\t\t\t float3 tmp_dv = tmp_du
- tmp_dc;\n\t\t\t\t float3 tmp_dw = tmp_dm * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dc + tmp_dw;\n\t\t\t\t float tmp_eb = tmp_dp ? (float)-30 :
(float)30;\n\t\t\t\t float3 tmp_ec = float3((float)-20, tmp_eb, (float)0);\n\t\t\t\t
float3 tmp_ed = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_ee = tmp_ec * tmp_ed;\n\t\t\t\t float3 tmp_ef = tmp_dx + tmp_ee;\n\t\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_ef);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc =
float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float tmp_dd = attributes.uv[0];\n\t\t\t\t bool tmp_df = tmp_dd > (float)0.5;\n\t\t\t\t
float tmp_dg = tmp_df ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dh
= float3(tmp_dg, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dj = SampleTexture(VFX_SAMPLER(texture_bd),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_dh * tmp_dl;\n\t\t\t\t float3
tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_do = tmp_df ? uniform_be :
uniform_bf;\n\t\t\t\t float3 tmp_dp = float3(tmp_do, uniform_bg, uniform_bh);\n\t\t\t\t
float tmp_dq = tmp_dj[2];\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_df ? uniform_bi :
uniform_bj;\n\t\t\t\t float3 tmp_dv = float3(tmp_du, uniform_bk, uniform_bl);\n\t\t\t\t
float tmp_dw = tmp_dj[1];\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_dc;\n\t\t\t\t
float3 tmp_eb = uniform_y * tmp_ea;\n\t\t\t\t float3 tmp_ec = tmp_dc + 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\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]B Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Calm/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_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_SIZE_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_ANGLEX_CURRENT
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define
USE_CAST_SHADOWS_PASS 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t#define HDRP_LIT
1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_MASK_MAP 1\n\t\t#define USE_NORMAL_MAP 1\n\t\t#define
HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 uniform_b;\n\t\t float4 uniform_c;\n\t\t float4 uniform_d;\n\t\t
float4 uniform_v;\n\t\t float3 uniform_n;\n\t\t float uniform_a;\n\t\t
float uniform_e;\n\t\t float uniform_f;\n\t\t float uniform_g;\n\t\t
float uniform_h;\n\t\t float uniform_i;\n\t\t float uniform_j;\n\t\t
float uniform_k;\n\t\t float uniform_l;\n\t\t float uniform_m;\n\t\t
float uniform_o;\n\t\t float uniform_p;\n\t\t float uniform_q;\n\t\t
float uniform_r;\n\t\t float uniform_s;\n\t\t float uniform_t;\n\t\t
float uniform_u;\n\t\t float uniform_x;\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 uniform_bj;\n\t\t float uniform_bk;\n\t\t float uniform_bl;\n\t\t
float Size_j;\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 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 float3 axisX;\n\t\t float3
axisY;\n\t\t float3 axisZ;\n\t\t float size;\n\t\t uint particleId;\n\t\t
float alpha;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float angleZ;\n\t\t
float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float
scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float3 color;\n\t\t};\n\t\t\n\t\tstruct
SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D texture_w;\n\t\tSamplerState
samplertexture_w;\n\t\tfloat4 texture_w_TexelSize;\n\t\t\n\t\tTexture2D texture_y;\n\t\tSamplerState
samplertexture_y;\n\t\tfloat4 texture_y_TexelSize;\n\t\t\n\t\tTexture2D baseColorMap;\n\t\tSamplerState
samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\t\tTexture2D
maskMap;\n\t\tSamplerState samplermaskMap;\n\t\tfloat4 maskMap_TexelSize;\n\t\t\n\t\tTexture2D
normalMap;\n\t\tSamplerState samplernormalMap;\n\t\tfloat4 normalMap_TexelSize;\n\t\t\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if
VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\n\t\t\t
#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"DepthOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define
VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if
VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\n\t\t\t
#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\t\t\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\tfloat2 uv
: TEXCOORD0;\t\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t float4 uv1
: COLOR2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : COLOR3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : COLOR4;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR1;\n\t\t\t #endif\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t// x: motion vector scale u\n\t\t\t\t//
y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t\tfloat3
normal : TEXCOORD4;\n\t\t\t\t#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\tfloat4
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define
VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS
cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#if defined(WRITE_NORMAL_BUFFER)
|| SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define VFX_VARYING_NORMAL normal\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if
VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\n\t\t\t
#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t\t\n\t\t\t float
alpha = OUTSG.;\n\t\t\t #else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\t#if
HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t\t#endif\n\t\t\t
#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t
#ifndef VFX_SHADERGRAPH\n\t\t\t VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t
WriteMask 6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t
}\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#pragma
multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t//
y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t \n\t\t#if
VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t#endif\n\t\t\n\t\t
\n\t\t \n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS)
&& defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS
and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if
VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\n\t\t\t
#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t\n\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if
USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t\n\t\t
SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t VFXSetupBuiltin(builtin,surface,builtin.emissiveColor, i);\n\t\t
ENCODE_INTO_GBUFFER(surface, builtin, i.VFX_VARYING_POSCS.xy, outGBuffer);\n\t\t
#else\n\t\t VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t
#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"Forward\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST\n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\tfloat3 normal : TEXCOORD2;\n\t\t\t\t#if
USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat4 tangent
: TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD6;\n\t\t\t\tfloat4
cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tfloat3 posWS :
TEXCOORD8; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\tstruct
ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define
VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t \n\t\t\t #if
VFX_SHADERGRAPH_HAS_UV1\n\t\t\t o.uv1 = i.uv1;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t o.uv2 = i.uv2;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t o.uv3 = i.uv3;\n\t\t\t #endif\n\t\t\t
#if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t o.vertexColor = i.vertexColor;\n\t\t\t
#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = i.pos;\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat4
csPos = TransformPositionVFXToClip(vPos);\n\t\t\t\to.VFX_VARYING_POSCS = csPos;\n\t\t\t\t\n\t\t\t\tfloat3
normalWS = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,
i.normal)));\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse
transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst
uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS
= VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs
posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS,
tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t
\n\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t, out
float4 outColor : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace
: SV_IsFrontFace\n\t\t#endif\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = normalize(i.VFX_VARYING_NORMAL * faceMul);\n\t\t\t\t\t\t\tconst
VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz);\n\t\t\t\t\t\t\tfloat3 bitangentWS
= cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul);\n\t\t\t\t\t\t\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t
\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
#else\n\t\t outColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t
#endif\n\t\t\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t//
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define
USE_ALPHA_TEST 1\n\t\t\t#endif\n\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4
pos : SV_POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#if USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha
threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation
float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t
float4 uv1 : COLOR2;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t
float4 uv2 : COLOR3;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t
float4 uv3 : COLOR4;\n\t\t #endif\n\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t
float4 vertexColor : COLOR1;\n\t\t #endif\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tnointerpolation
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t \n\t\t
\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA
builtInInterpolants.z\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define
VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE
builtInInterpolants2.xy\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SetAttribute_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_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_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\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3
pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV1\n\t\t\t
float4 uv1 : TEXCOORD1;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV2\n\t\t\t
float4 uv2 : TEXCOORD2;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_UV3\n\t\t\t
float4 uv3 : TEXCOORD3;\n\t\t\t #endif\n\t\t\t #if VFX_SHADERGRAPH_HAS_COLOR\n\t\t\t
float4 vertexColor : COLOR;\n\t\t\t #endif\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#if
defined(VFX_VARYING_TANGENT) || SHADERGRAPH_HAS_NORMAL\n\t\t\t\tfloat4 tangent
: TANGENT;\n\t\t\t\t#endif\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i)\n\t\t\t{\n\t\t\t
VFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint
index = VFX_GET_INSTANCE_ID(i);\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.uv = asfloat(attributeBuffer.Load2((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male = asfloat(attributeBuffer.Load((index
* 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x1 + 0x13F800) << 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.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\n\t\t\t\t\t\tattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\n\t\t\t\t\t\tattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\n\t\t\t\t\t\tattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 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.angleX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148600) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148601) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x148602) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163000) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163001) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x163002) << 2));\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A801) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A802) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0x6A803) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x17DA00) << 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
float3 tmp_dc = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_dd = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_df = tmp_dc + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_dg
= tmp_df - tmp_dc;\n\t\t\t\t float3 tmp_dh = tmp_dd * tmp_dg;\n\t\t\t\t
float3 tmp_di = tmp_dc + tmp_dh;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_di);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_dd = (float)1 - attributes.Male;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float tmp_dd = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dd);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_dd = pow(attributes.Male, (float)1.92999995);\n\t\t\t\t float tmp_df
= tmp_dd * (float)1.58000004;\n\t\t\t\t float tmp_dh = max(tmp_df, (float)0);\n\t\t\t\t
float tmp_dj = min(tmp_dh, (float)1);\n\t\t\t\t float4 tmp_dk = float4(tmp_dj,
tmp_dj, tmp_dj, tmp_dj);\n\t\t\t\t float4 tmp_dl = tmp_dk * uniform_c;\n\t\t\t\t
float4 tmp_dm = uniform_b + tmp_dl;\n\t\t\t\t float tmp_dn = tmp_dm[0];\n\t\t\t\t
float tmp_do = tmp_dm[1];\n\t\t\t\t float tmp_dp = tmp_dm[2];\n\t\t\t\t
float3 tmp_dq = float3(tmp_dn, tmp_do, tmp_dp);\n\t\t\t\t uint tmp_dr =
attributes.particleId ^ asuint(uniform_j);\n\t\t\t\t float tmp_ds = FixedRand(tmp_dr);\n\t\t\t\t
float tmp_dt = tmp_ds * uniform_k;\n\t\t\t\t float tmp_du = uniform_i +
tmp_dt;\n\t\t\t\t float tmp_dv = attributes.uv[0];\n\t\t\t\t float tmp_dw
= uniform_l + tmp_dv;\n\t\t\t\t float tmp_dx = attributes.uv[1];\n\t\t\t\t
float tmp_dy = uniform_m + tmp_dx;\n\t\t\t\t float2 tmp_dz = float2(tmp_dw,
tmp_dy);\n\t\t\t\t float3 tmp_eb = GeneratePerlinNoise(tmp_dz, uniform_n.x,
(int)2, uniform_n.y, uniform_n.z);\n\t\t\t\t float tmp_ec = tmp_eb[0];\n\t\t\t\t
float tmp_ee = tmp_ec - (float)-1;\n\t\t\t\t float tmp_eg = tmp_ee / (float)2;\n\t\t\t\t
float tmp_eh = max(tmp_eg, uniform_o);\n\t\t\t\t float tmp_ei = min(tmp_eh,
uniform_p);\n\t\t\t\t float tmp_ej = tmp_ei - uniform_o;\n\t\t\t\t float
tmp_ek = tmp_ej / uniform_q;\n\t\t\t\t float tmp_el = tmp_ds * uniform_s;\n\t\t\t\t
float tmp_em = uniform_r + tmp_el;\n\t\t\t\t float tmp_en = tmp_em - tmp_du;\n\t\t\t\t
float tmp_eo = tmp_ek * tmp_en;\n\t\t\t\t float tmp_ep = tmp_du + tmp_eo;\n\t\t\t\t
float tmp_eq = attributes.crumble ? (float)1 : (float)0;\n\t\t\t\t float
tmp_er = (bool)asuint(uniform_u) ? tmp_eq : (float)0;\n\t\t\t\t float tmp_es
= (bool)asuint(uniform_t) ? attributes.shockwave : tmp_er;\n\t\t\t\t float
tmp_et = (bool)asuint(uniform_h) ? tmp_ep : tmp_es;\n\t\t\t\t float tmp_eu
= (bool)asuint(uniform_g) ? (float)0 : tmp_et;\n\t\t\t\t float tmp_ev =
(bool)asuint(uniform_f) ? attributes.bodyAnimNoise : tmp_eu;\n\t\t\t\t float
tmp_ew = (bool)asuint(uniform_e) ? attributes.Male : tmp_ev;\n\t\t\t\t float
tmp_ex = (bool)asuint(uniform_a) ? (float)0 : tmp_ew;\n\t\t\t\t float4 tmp_ey
= float4(tmp_ex, tmp_ex, tmp_ex, tmp_ex);\n\t\t\t\t float4 tmp_ez = tmp_ey
* uniform_v;\n\t\t\t\t float4 tmp_fa = uniform_d + tmp_ez;\n\t\t\t\t
float tmp_fb = tmp_fa[0];\n\t\t\t\t float tmp_fc = tmp_fa[1];\n\t\t\t\t
float tmp_fd = tmp_fa[2];\n\t\t\t\t float3 tmp_fe = float3(tmp_fb, tmp_fc,
tmp_fd);\n\t\t\t\t float3 tmp_ff = (bool)asuint(uniform_a) ? tmp_dq : tmp_fe;\n\t\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_ff);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t float tmp_dg = tmp_de * (float)1.5;\n\t\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_dg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float4 tmp_dd = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t\t
float tmp_de = tmp_dd[2];\n\t\t\t\t bool tmp_df = tmp_de > (float)0;\n\t\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_df);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
float3 tmp_dc = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float4 tmp_dj
= SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) *
tmp_dl;\n\t\t\t\t float3 tmp_dn = tmp_dc + tmp_dm;\n\t\t\t\t float tmp_dp
= tmp_dj[1];\n\t\t\t\t float3 tmp_dq = float3(tmp_dp, tmp_dp, tmp_dp);\n\t\t\t\t
float3 tmp_dr = float3(0, 0, -0.150000006) * tmp_dq;\n\t\t\t\t float3 tmp_ds
= tmp_dn + tmp_dr;\n\t\t\t\t float3 tmp_dt = tmp_ds - tmp_dc;\n\t\t\t\t
float3 tmp_du = tmp_dh * tmp_dt;\n\t\t\t\t float3 tmp_dv = tmp_dc + tmp_du;\n\t\t\t\t
float tmp_dw = tmp_de[3];\n\t\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw,
tmp_dw);\n\t\t\t\t float3 tmp_dz = float3(0, -0.660000026, 0.959999979)
* tmp_dl;\n\t\t\t\t float3 tmp_ea = tmp_dc + tmp_dz;\n\t\t\t\t float3
tmp_eb = tmp_ea + tmp_dr;\n\t\t\t\t float3 tmp_ed = tmp_eb + float3(0, 0,
0.540000021);\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t float3
tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float3 tmp_eh = tmp_eg - tmp_dv;\n\t\t\t\t float3 tmp_ei = tmp_dx * tmp_eh;\n\t\t\t\t
float3 tmp_ej = tmp_dv + tmp_ei;\n\t\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_ej);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t\t float tmp_dg = tmp_df * uniform_x;\n\t\t\t\t
float3 tmp_dh = float3(tmp_dg, tmp_dg, tmp_dg);\n\t\t\t\t float tmp_di =
attributes.uv[0];\n\t\t\t\t bool tmp_dk = tmp_di > (float)0.5;\n\t\t\t\t
float tmp_dl = tmp_dk ? uniform_z : uniform_ba;\n\t\t\t\t float3 tmp_dm
= float3(tmp_dl, uniform_bb, uniform_bc);\n\t\t\t\t float4 tmp_dn = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t\t
float tmp_do = tmp_dn[0];\n\t\t\t\t float3 tmp_dp = float3(tmp_do, tmp_do,
tmp_do);\n\t\t\t\t float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3
tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t float tmp_ds = tmp_dk ? uniform_bd :
uniform_be;\n\t\t\t\t float3 tmp_dt = float3(tmp_ds, uniform_bf, uniform_bg);\n\t\t\t\t
float tmp_du = tmp_dn[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_dt * tmp_dv;\n\t\t\t\t float3
tmp_dx = tmp_dr + tmp_dw;\n\t\t\t\t float tmp_dy = tmp_dk ? uniform_bh :
uniform_bi;\n\t\t\t\t float3 tmp_dz = float3(tmp_dy, uniform_bj, uniform_bk);\n\t\t\t\t
float tmp_ea = tmp_dn[1];\n\t\t\t\t float3 tmp_eb = float3(tmp_ea, tmp_ea,
tmp_ea);\n\t\t\t\t float3 tmp_ec = tmp_dz * tmp_eb;\n\t\t\t\t float3
tmp_ed = tmp_dx + tmp_ec;\n\t\t\t\t float3 tmp_ee = tmp_ed - tmp_dc;\n\t\t\t\t
float3 tmp_ef = tmp_dh * tmp_ee;\n\t\t\t\t float3 tmp_eg = tmp_dc + tmp_ef;\n\t\t\t\t
float tmp_eh = tmp_de[3];\n\t\t\t\t float3 tmp_ei = float3(tmp_eh, tmp_eh,
tmp_eh);\n\t\t\t\t float3 tmp_ek = float3(0, 0, -0.219999999) * tmp_dp;\n\t\t\t\t
float3 tmp_el = tmp_dc + tmp_ek;\n\t\t\t\t float3 tmp_en = float3(0, 0,
0.379999995) * tmp_dv;\n\t\t\t\t float3 tmp_eo = tmp_el + tmp_en;\n\t\t\t\t
float3 tmp_ep = float3(0, 0, -0.219999999) * tmp_eb;\n\t\t\t\t float3 tmp_eq
= tmp_eo + tmp_ep;\n\t\t\t\t float3 tmp_er = tmp_eq - tmp_dc;\n\t\t\t\t
float3 tmp_es = tmp_dh * tmp_er;\n\t\t\t\t float3 tmp_et = tmp_dc + tmp_es;\n\t\t\t\t
float3 tmp_eu = tmp_et - tmp_eg;\n\t\t\t\t float3 tmp_ev = tmp_ei * tmp_eu;\n\t\t\t\t
float3 tmp_ew = tmp_eg + tmp_ev;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_ew);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_dc = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t\t float tmp_de = pow(attributes.Male,
(float)1.92999995);\n\t\t\t\t float tmp_dg = tmp_de * (float)1.58000004;\n\t\t\t\t
float tmp_di = max(tmp_dg, (float)0);\n\t\t\t\t float tmp_dk = min(tmp_di,
(float)1);\n\t\t\t\t float tmp_dl = tmp_dk * uniform_bl;\n\t\t\t\t float3
tmp_dm = float3(tmp_dl, tmp_dl, tmp_dl);\n\t\t\t\t float3 tmp_do = tmp_dc
+ float3(0, -0.800000012, 0);\n\t\t\t\t float3 tmp_dp = tmp_do - tmp_dc;\n\t\t\t\t
float3 tmp_dq = tmp_dm * tmp_dp;\n\t\t\t\t float3 tmp_dr = tmp_dc + tmp_dq;\n\t\t\t\t
float3 tmp_dt = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t\t
float3 tmp_du = float3(0, 0.0599999987, 0) * tmp_dt;\n\t\t\t\t float3 tmp_dv
= tmp_dr + tmp_du;\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\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_POSITION_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_LIFETIME_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_VELOCITY_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT
1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define
VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_POSITION_SOURCE
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_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\n\nstruct
Attributes\n{\n float3 position;\n float angleX;\n float angleY;\n
float angleZ;\n float lifetime;\n uint seed;\n float angularVelocityX;\n
float angularVelocityY;\n float angularVelocityZ;\n float3 velocity;\n
float size;\n float age;\n bool alive;\n float3 axisX;\n float3
axisY;\n float3 axisZ;\n float3 color;\n uint particleId;\n};\n\nstruct
SourceAttributes\n{\n float3 position;\n float angleX;\n float angleY;\n
float angleZ;\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
USE_DEAD_LIST\r\nRWStructuredBuffer<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_CAC02F9E(inout float3 position, float3 Value) /*attribute:position
Composition:Overwrite Source:Source Random:Off channels:XYZ */\n{\n position
= Value;\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_F01429A3(inout float lifetime, inout
uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite Source:Slot
Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid
SetAttribute_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}\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.position = float3(0, 0, 0);\n attributes.angleX = (float)0;\n
attributes.angleY = (float)0;\n attributes.angleZ = (float)0;\n
attributes.lifetime = (float)1;\n attributes.seed = (uint)0;\n
attributes.angularVelocityX = (float)0;\n attributes.angularVelocityY
= (float)0;\n attributes.angularVelocityZ = (float)0;\n attributes.velocity
= float3(0, 0, 0);\n attributes.size = (float)0.100000001;\n
attributes.age = (float)0;\n attributes.alive = (bool)true;\n
attributes.axisX = float3(1, 0, 0);\n attributes.axisY = float3(0, 1,
0);\n attributes.axisZ = float3(0, 0, 1);\n attributes.color
= float3(1, 1, 1);\n attributes.particleId = (uint)0;\n sourceAttributes.position
= asfloat(sourceAttributeBuffer.Load3((sourceIndex * 0x8 + 0x23800) << 2));\n
sourceAttributes.angleX = asfloat(sourceAttributeBuffer.Load((sourceIndex *
0x3 + 0x148600) << 2));\n sourceAttributes.angleY = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x3 + 0x148601) << 2));\n sourceAttributes.angleZ = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x3 + 0x148602) << 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 float3 tmp_ba =
sourceAttributes.position;\n SetAttribute_CAC02F9E( /*inout */attributes.position,
tmp_ba);\n }\n {\n float tmp_ba = sourceAttributes.angleX;\n
float tmp_bb = sourceAttributes.angleY;\n float tmp_bc = sourceAttributes.angleZ;\n
float3 tmp_bd = float3(tmp_ba, tmp_bb, tmp_bc);\n SetAttribute_48A55756(
/*inout */attributes.angleX, /*inout */attributes.angleY, /*inout */attributes.angleZ,
tmp_bd);\n }\n {\n SetAttribute_F01429A3( /*inout
*/attributes.lifetime, /*inout */attributes.seed, (float)0.200000003, (float)3);\n
}\n {\n SetAttribute_FA958722( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
/*inout */attributes.seed, float3(-360, -360, -360), float3(360, 360, 360));\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.Store3((index * 0xC + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store((index * 0x1 + 0x36F000) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0xC + 0x3B8403) << 2,asuint(attributes.seed));\n
attributeBuffer.Store((index * 0x3 + 0x727400) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x3 + 0x727401) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x3 + 0x727402) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x1 + 0x803000) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0xC + 0x9) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0xC + 0xA) << 2,uint(attributes.alive));\n
attributeBuffer.Store3((index * 0xC + 0x3B8400) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x3B8404) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x3B8408) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store3((index * 0x4 + 0x84C400) << 2,asuint(attributes.color));\n
attributeBuffer.Store((index * 0x1 + 0x971400) << 2,asuint(attributes.particleId));\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_POSITION_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_LIFETIME_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_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_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_a;\n float4x4 FieldTransform_a;\n float4 uniform_a;\n
float Intensity_a;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n float angleX;\n float angleY;\n
float angleZ;\n float lifetime;\n float angularVelocityX;\n float
angularVelocityY;\n float angularVelocityZ;\n float3 velocity;\n float
mass;\n float size;\n float scaleX;\n float scaleY;\n float age;\n
bool alive;\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 Drag_1(inout float3 velocity, float mass, float size, float
scaleX, float scaleY, float dragCoefficient, float deltaTime) /*UseParticleSize:True
*/\n{\n \n float2 side = size * (scaleX, scaleY);\n dragCoefficient
*= side.x * side.y;\n velocity *= max(0.0,(1.0 - (dragCoefficient * deltaTime)
/ mass));\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 + 0xA) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727400) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727401) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727402) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.size = asfloat(attributeBuffer.Load((index *
0x1 + 0x803000) << 2));\n\t\t\tattributes.scaleX = (float)1;\n\t\t\tattributes.scaleY
= (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0x9) << 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,
Intensity_a, (float)1, (float)0.5, (int)2, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_bf = attributes.age / attributes.lifetime;\n\t\t\t float tmp_bg
= SampleCurve(uniform_a,tmp_bf);\n\t\t\t float tmp_bi = tmp_bg * (float)1500;\n\t\t\t
Drag_1( /*inout */attributes.velocity, attributes.mass, attributes.size, attributes.scaleX,
attributes.scaleY, tmp_bi, 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.Store3((index * 0xC
+ 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x7) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 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 + 0xA) << 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.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727400) << 2));\n\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727401) << 2));\n\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x727402) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.size = asfloat(attributeBuffer.Load((index * 0x1
+ 0x803000) << 2));\n\t\tattributes.scaleX = (float)1;\n\t\tattributes.scaleY
= (float)1;\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0xC
+ 0x9) << 2));\n\t\tattributes.alive = (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, Intensity_a, (float)1, (float)0.5, (int)2,
(float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_bf = attributes.age
/ attributes.lifetime;\n\t\t float tmp_bg = SampleCurve(uniform_a,tmp_bf);\n\t\t
float tmp_bi = tmp_bg * (float)1500;\n\t\t Drag_1( /*inout */attributes.velocity,
attributes.mass, attributes.size, attributes.scaleX, attributes.scaleY, tmp_bi,
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.Store3((index *
0xC + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0xC + 0x3) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0xC + 0x7) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0xC + 0x9) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0xC + 0xA) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 2]Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Calm/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_POSITION_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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SEED_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_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_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_SCALEZ_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_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 HDRP_USE_ADDITIONAL_EMISSIVE_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_d;\n\t\t float4 Size_d;\n\t\t
float4 uniform_f;\n\t\t float A_a;\n\t\t float B_a;\n\t\t float uniform_a;\n\t\t
float uniform_b;\n\t\t float smoothness;\n\t\t float metallic;\n\t\t
float normalScale;\n\t\t float uniform_e;\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 currentFrameIndex;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float3 position;\n\t\t float angleX;\n\t\t
float angleY;\n\t\t float angleZ;\n\t\t float lifetime;\n\t\t uint
seed;\n\t\t float3 velocity;\n\t\t float size;\n\t\t float scaleX;\n\t\t
float scaleY;\n\t\t float age;\n\t\t float alpha;\n\t\t bool alive;\n\t\t
float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float
pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float scaleZ;\n\t\t
float3 color;\n\t\t uint particleId;\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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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\tfloat4
emissiveColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t float
tmp_bu = attributes.age / attributes.lifetime;\n\t\t\t\t\t\t\t\t\t float
tmp_bw = max(tmp_bu, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_by = min(tmp_bw,
(float)1);\n\t\t\t\t\t\t\t\t\t float4 tmp_bz = SampleGradient(uniform_e,tmp_by);\n\t\t\t\t\t\t\t\t\t
float4 tmp_ca = tmp_bz * uniform_f;\n\t\t\t\t\t\t\t\t\t float3 tmp_cb =
abs(attributes.velocity);\n\t\t\t\t\t\t\t\t\t float3 tmp_cc = tmp_cb * tmp_cb;\n\t\t\t\t\t\t\t\t\t
float tmp_cd = tmp_cc[2];\n\t\t\t\t\t\t\t\t\t float tmp_ce = tmp_cc[1];\n\t\t\t\t\t\t\t\t\t
float tmp_cf = tmp_cd + tmp_ce;\n\t\t\t\t\t\t\t\t\t float tmp_cg = tmp_cc[0];\n\t\t\t\t\t\t\t\t\t
float tmp_ch = tmp_cf + tmp_cg;\n\t\t\t\t\t\t\t\t\t float tmp_cj = pow(tmp_ch,
(float)0.5);\n\t\t\t\t\t\t\t\t\t float tmp_ck = max(tmp_cj, uniform_h);\n\t\t\t\t\t\t\t\t\t
float tmp_cl = min(tmp_ck, uniform_i);\n\t\t\t\t\t\t\t\t\t float tmp_cm
= tmp_cl - uniform_h;\n\t\t\t\t\t\t\t\t\t float tmp_cn = tmp_cm / uniform_j;\n\t\t\t\t\t\t\t\t\t
float tmp_cp = tmp_cn * (float)5;\n\t\t\t\t\t\t\t\t\t float tmp_cq = tmp_cp
- (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_cr = uniform_g * tmp_cq;\n\t\t\t\t\t\t\t\t\t
float tmp_cs = (float)1 + tmp_cr;\n\t\t\t\t\t\t\t\t\t float4 tmp_ct = float4(tmp_cs,
tmp_cs, tmp_cs, tmp_cs);\n\t\t\t\t\t\t\t\t\t float4 tmp_cu = tmp_ca * tmp_ct;\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t emissiveColor = tmp_cu;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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\tfloat4
emissiveColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t float
tmp_bu = attributes.age / attributes.lifetime;\n\t\t\t\t\t\t\t\t\t float
tmp_bw = max(tmp_bu, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_by = min(tmp_bw,
(float)1);\n\t\t\t\t\t\t\t\t\t float4 tmp_bz = SampleGradient(uniform_e,tmp_by);\n\t\t\t\t\t\t\t\t\t
float4 tmp_ca = tmp_bz * uniform_f;\n\t\t\t\t\t\t\t\t\t float3 tmp_cb =
abs(attributes.velocity);\n\t\t\t\t\t\t\t\t\t float3 tmp_cc = tmp_cb * tmp_cb;\n\t\t\t\t\t\t\t\t\t
float tmp_cd = tmp_cc[2];\n\t\t\t\t\t\t\t\t\t float tmp_ce = tmp_cc[1];\n\t\t\t\t\t\t\t\t\t
float tmp_cf = tmp_cd + tmp_ce;\n\t\t\t\t\t\t\t\t\t float tmp_cg = tmp_cc[0];\n\t\t\t\t\t\t\t\t\t
float tmp_ch = tmp_cf + tmp_cg;\n\t\t\t\t\t\t\t\t\t float tmp_cj = pow(tmp_ch,
(float)0.5);\n\t\t\t\t\t\t\t\t\t float tmp_ck = max(tmp_cj, uniform_h);\n\t\t\t\t\t\t\t\t\t
float tmp_cl = min(tmp_ck, uniform_i);\n\t\t\t\t\t\t\t\t\t float tmp_cm
= tmp_cl - uniform_h;\n\t\t\t\t\t\t\t\t\t float tmp_cn = tmp_cm / uniform_j;\n\t\t\t\t\t\t\t\t\t
float tmp_cp = tmp_cn * (float)5;\n\t\t\t\t\t\t\t\t\t float tmp_cq = tmp_cp
- (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_cr = uniform_g * tmp_cq;\n\t\t\t\t\t\t\t\t\t
float tmp_cs = (float)1 + tmp_cr;\n\t\t\t\t\t\t\t\t\t float4 tmp_ct = float4(tmp_cs,
tmp_cs, tmp_cs, tmp_cs);\n\t\t\t\t\t\t\t\t\t float4 tmp_cu = tmp_ca * tmp_ct;\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t emissiveColor = tmp_cu;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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_3278B09A(inout float size, inout uint seed, float A, float B)
/*attribute:size Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
*/\n\t\t\t{\n\t\t\t size = lerp(A,B,RAND);\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 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 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.position = asfloat(attributeBuffer.Load3((index
* 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0xC + 0xA) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x3B8408) << 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.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 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 + 0xA) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0x9) << 2));\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 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.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x84C400) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x971400) << 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_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\t{\n\t\t\t\t uint tmp_bu
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t\t float tmp_bv = FixedRand(tmp_bu);\n\t\t\t\t
bool tmp_bw = tmp_bv > uniform_b;\n\t\t\t\t float4 tmp_bx = tmp_bw ? uniform_c
: uniform_d;\n\t\t\t\t float tmp_by = tmp_bx[0];\n\t\t\t\t float tmp_bz
= tmp_bx[1];\n\t\t\t\t float tmp_ca = tmp_bx[2];\n\t\t\t\t float3 tmp_cb
= float3(tmp_by, tmp_bz, tmp_ca);\n\t\t\t\t SetAttribute_FDD06EC7( /*inout
*/attributes.color, tmp_cb);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18693(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_d);\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 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_AA7D638(inout float3 velocity,
float3 Velocity) /*attribute:velocity Composition:Add Source:Slot Random:Off
channels:XYZ */\n{\n velocity += Velocity;\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 * 0x3 + 0x148600) << 2));\n
sourceAttributes.angleY = asfloat(sourceAttributeBuffer.Load((sourceIndex *
0x3 + 0x148601) << 2));\n sourceAttributes.angleZ = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x3 + 0x148602) << 2));\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x23800) << 2));\n sourceAttributes.axisY = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0xD5004) << 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_bg = attributes.axisY * float3(5, 5, 5);\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_bv = abs(tmp_br);\n float3 tmp_bw = float3(tmp_bv, tmp_bv,
tmp_bv);\n float3 tmp_bx = float3(3, 3, 3) * tmp_bw;\n
float3 tmp_by = tmp_bt + tmp_bx;\n SetAttribute_E629755( /*inout
*/attributes.velocity, tmp_by);\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 float4
tmp_bg = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n
float4 tmp_bh = tmp_bg * uniform_d;\n float tmp_bi = tmp_bh[0];\n
float tmp_bj = tmp_bh[1];\n float tmp_bk = tmp_bh[2];\n
float3 tmp_bl = float3(tmp_bi, tmp_bj, tmp_bk);\n SetAttribute_AA7D638(
/*inout */attributes.velocity, tmp_bl);\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 + 0x36F000) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x4 + 0x6DE000) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x4 + 0x6DE001) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x4 + 0x6DE002) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store((index * 0x1 + 0x803000) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0x1 + 0x84C400) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x4 + 0x6DE003) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0xC + 0xA) << 2,asuint(attributes.age));\n
attributeBuffer.Store3((index * 0xC + 0x36F004) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x36F008) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store3((index * 0x4 + 0x895800) << 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_b;\n float4x4 FieldTransform_b;\n float3 uniform_a;\n
float uniform_b;\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
Force_0(inout float3 velocity, float mass, float3 Force, float deltaTime) /*Mode:Absolute
*/\n{\n velocity += (Force / mass) * deltaTime;\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 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 + 0x6DE000) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6DE001) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6DE002) << 2));\n\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x803000) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x6DE003) << 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 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\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)1 : tmp_bs;\n\t\t\t uint tmp_bu = attributes.particleId ^ asuint(uniform_b);\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_b, FieldTransform_b, tmp_bw, (float)1, (float)2, (int)1,
(float)0.5, (float)2, 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 + 0x6DE000) << 2));\n\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6DE001) << 2));\n\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6DE002) << 2));\n\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x803000) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x6DE003) << 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
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\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)1 : tmp_bs;\n\t\t uint tmp_bu = attributes.particleId ^ asuint(uniform_b);\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_b, FieldTransform_b, tmp_bw, (float)1, (float)2, (int)1,
(float)0.5, (float)2, 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_Calm/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_298D9B6C(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Add 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x36F008) << 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 + 0x895800) << 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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 + 0x895800) << 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_298D9B6C( /*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_298D9B6C(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Add 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x36F008) << 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 + 0x895800) << 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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 + 0x895800) << 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_298D9B6C( /*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_298D9B6C(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Add 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x36F008) << 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 + 0x895800) << 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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 + 0x895800) << 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_298D9B6C( /*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_298D9B6C(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Add 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x36F008) << 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 + 0x895800) << 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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 + 0x895800) << 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_298D9B6C( /*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_298D9B6C(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Add 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x36F008) << 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 + 0x895800) << 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 + 0x36F000) << 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 + 0x803000) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 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 + 0x36F004) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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 + 0x895800) << 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_298D9B6C( /*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 4]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_AA7D638(inout float3 velocity, float3 Velocity) /*attribute:velocity
Composition:Add 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 * 0x3 + 0x148600) << 2));\n
sourceAttributes.angleY = asfloat(sourceAttributeBuffer.Load((sourceIndex *
0x3 + 0x148601) << 2));\n sourceAttributes.angleZ = asfloat(sourceAttributeBuffer.Load((sourceIndex
* 0x3 + 0x148602) << 2));\n sourceAttributes.position = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x23800) << 2));\n sourceAttributes.axisY = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0xC + 0xD5004) << 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_by = abs(tmp_bu);\n float3 tmp_bz = float3(tmp_by, tmp_by,
tmp_by);\n float3 tmp_ca = float3(0, 0, 3) * tmp_bz;\n
float3 tmp_cb = tmp_bw + tmp_ca;\n SetAttribute_E629755( /*inout
*/attributes.velocity, tmp_cb);\n }\n {\n float4 tmp_bg
= SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n
float4 tmp_bh = tmp_bg * uniform_d;\n float tmp_bi = tmp_bh[0];\n
float tmp_bj = tmp_bh[1];\n float tmp_bk = tmp_bh[2];\n
float3 tmp_bl = float3(tmp_bi, tmp_bj, tmp_bk);\n SetAttribute_AA7D638(
/*inout */attributes.velocity, tmp_bl);\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 4]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 4]Output Particle Lit Mesh'
source: "Shader \"Hidden/VFX/VFXGraph_Morgan_Body_Calm/System 4/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_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT
1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define
VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 uniform_c;\n float4 uniform_d;\n float4 uniform_e;\n float4
uniform_w;\n float3 uniform_o;\n float uniform_b;\n float3 uniform_y;\n
float uniform_f;\n float uniform_g;\n float uniform_h;\n float uniform_i;\n
float uniform_j;\n float uniform_k;\n float uniform_l;\n float uniform_m;\n
float uniform_n;\n float uniform_p;\n float uniform_q;\n float uniform_r;\n
float uniform_s;\n float uniform_t;\n float uniform_u;\n float uniform_v;\n
float uniform_x;\n float Size_h;\n float uniform_z;\n float uniform_ba;\n
float uniform_bb;\n float uniform_bc;\n float uniform_be;\n float
uniform_bf;\n float uniform_bg;\n float uniform_bh;\n float uniform_bi;\n
float uniform_bj;\n float uniform_bk;\n float uniform_bl;\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 float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float size;\n uint particleId;\n
float alpha;\n float angleX;\n float angleY;\n float angleZ;\n
float pivotX;\n float pivotY;\n float pivotZ;\n float scaleX;\n
float scaleY;\n float scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_a;\nSamplerState samplertexture_a;\nfloat4 texture_a_TexelSize;\n\nTexture2D
texture_bd;\nSamplerState samplertexture_bd;\nfloat4 texture_bd_TexelSize;\n\nTexture2D
baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\nTexture2D
maskMap;\nSamplerState samplermaskMap;\nfloat4 maskMap_TexelSize;\n\nTexture2D
normalMap;\nSamplerState samplernormalMap;\nfloat4 normalMap_TexelSize;\n\n\n\r\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_65DEC940(inout
float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX
= Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SetAttribute_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_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 * 0x4 + 0x6A800) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\nattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\nattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\nattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\nattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\nattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\n\r\n\t\t\t{\n\t\t\t
float3 tmp_de = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float3 tmp_df = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t
float3 tmp_dh = tmp_de + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_di
= tmp_dh - tmp_de;\n\t\t\t float3 tmp_dj = tmp_df * tmp_di;\n\t\t\t float3
tmp_dk = tmp_de + tmp_dj;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dk);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_df = (float)1 - attributes.Male;\n\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, tmp_df);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_df
= attributes.size * (float)30;\n\t\t\t float4 tmp_di = SampleTexture(VFX_SAMPLER(texture_a),attributes.uv,(float)0);\n\t\t\t
float tmp_dj = tmp_di[2];\n\t\t\t float tmp_dk = (float)1 - tmp_dj;\n\t\t\t
float tmp_dl = tmp_df * tmp_dk;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size,
tmp_dl);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_dg = max(attributes.bodyAnim,
(float)0);\n\t\t\t float tmp_dh = min(tmp_dg, (float)1);\n\t\t\t float
tmp_dj = tmp_dh * (float)-0.300000012;\n\t\t\t float tmp_dk = (float)1 +
tmp_dj;\n\t\t\t float tmp_dl = attributes.size * tmp_dk;\n\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_dl);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_df
= pow(attributes.Male, (float)1.92999995);\n\t\t\t float tmp_dh = tmp_df
* (float)1.58000004;\n\t\t\t float tmp_dj = max(tmp_dh, (float)0);\n\t\t\t
float tmp_dl = min(tmp_dj, (float)1);\n\t\t\t float4 tmp_dm = float4(tmp_dl,
tmp_dl, tmp_dl, tmp_dl);\n\t\t\t float4 tmp_dn = tmp_dm * uniform_d;\n\t\t\t
float4 tmp_do = uniform_c + tmp_dn;\n\t\t\t uint tmp_dp = attributes.particleId
^ asuint(uniform_k);\n\t\t\t float tmp_dq = FixedRand(tmp_dp);\n\t\t\t
float tmp_dr = tmp_dq * uniform_l;\n\t\t\t float tmp_ds = uniform_j + tmp_dr;\n\t\t\t
float tmp_dt = attributes.uv[0];\n\t\t\t float tmp_du = uniform_m + tmp_dt;\n\t\t\t
float tmp_dv = attributes.uv[1];\n\t\t\t float tmp_dw = uniform_n + tmp_dv;\n\t\t\t
float2 tmp_dx = float2(tmp_du, tmp_dw);\n\t\t\t float3 tmp_dz = GeneratePerlinNoise(tmp_dx,
uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t\t float tmp_ea = tmp_dz[0];\n\t\t\t
float tmp_ec = tmp_ea - (float)-1;\n\t\t\t float tmp_ee = tmp_ec / (float)2;\n\t\t\t
float tmp_ef = max(tmp_ee, uniform_p);\n\t\t\t float tmp_eg = min(tmp_ef,
uniform_q);\n\t\t\t float tmp_eh = tmp_eg - uniform_p;\n\t\t\t float
tmp_ei = tmp_eh / uniform_r;\n\t\t\t float tmp_ej = tmp_dq * uniform_t;\n\t\t\t
float tmp_ek = uniform_s + tmp_ej;\n\t\t\t float tmp_el = tmp_ek - tmp_ds;\n\t\t\t
float tmp_em = tmp_ei * tmp_el;\n\t\t\t float tmp_en = tmp_ds + tmp_em;\n\t\t\t
float tmp_eo = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_ep
= (bool)asuint(uniform_v) ? tmp_eo : (float)0;\n\t\t\t float tmp_eq = (bool)asuint(uniform_u)
? attributes.shockwave : tmp_ep;\n\t\t\t float tmp_er = (bool)asuint(uniform_i)
? tmp_en : tmp_eq;\n\t\t\t float tmp_es = (bool)asuint(uniform_h) ? (float)0
: tmp_er;\n\t\t\t float tmp_et = (bool)asuint(uniform_g) ? attributes.bodyAnimNoise
: tmp_es;\n\t\t\t float tmp_eu = (bool)asuint(uniform_f) ? attributes.Male
: tmp_et;\n\t\t\t float tmp_ev = (bool)asuint(uniform_b) ? (float)0 : tmp_eu;\n\t\t\t
float4 tmp_ew = float4(tmp_ev, tmp_ev, tmp_ev, tmp_ev);\n\t\t\t float4 tmp_ex
= tmp_ew * uniform_w;\n\t\t\t float4 tmp_ey = uniform_e + tmp_ex;\n\t\t\t
float tmp_ez = tmp_ey[0];\n\t\t\t float tmp_fa = tmp_ey[1];\n\t\t\t float
tmp_fb = tmp_ey[2];\n\t\t\t float4 tmp_fc = float4(tmp_ez, tmp_fa, tmp_fb,
(float)1);\n\t\t\t float4 tmp_fd = (bool)asuint(uniform_b) ? tmp_do : tmp_fc;\n\t\t\t
float tmp_fe = tmp_fd[0];\n\t\t\t float tmp_ff = tmp_fd[1];\n\t\t\t float
tmp_fg = tmp_fd[2];\n\t\t\t float3 tmp_fh = float3(tmp_fe, tmp_ff, tmp_fg);\n\t\t\t
SetAttribute_FDD06EC7( /*inout */attributes.color, tmp_fh);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_de = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float tmp_dg = pow(attributes.Male, (float)1.92999995);\n\t\t\t float tmp_di
= tmp_dg * (float)1.58000004;\n\t\t\t float tmp_dk = max(tmp_di, (float)0);\n\t\t\t
float tmp_dm = min(tmp_dk, (float)1);\n\t\t\t float tmp_dn = tmp_dm * uniform_x;\n\t\t\t
float3 tmp_do = float3(tmp_dn, tmp_dn, tmp_dn);\n\t\t\t float3 tmp_dq =
tmp_de + float3(0, -0.800000012, 0);\n\t\t\t float3 tmp_dr = tmp_dq - tmp_de;\n\t\t\t
float3 tmp_ds = tmp_do * tmp_dr;\n\t\t\t float3 tmp_dt = tmp_de + tmp_ds;\n\t\t\t
float3 tmp_dv = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t
float3 tmp_dw = float3(0, 0.0599999987, 0) * tmp_dv;\n\t\t\t float3 tmp_dx
= tmp_dt + tmp_dw;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dx);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_de = float3(attributes.angleX, attributes.angleY, attributes.angleZ);\n\t\t\t
float tmp_dg = pow(attributes.Male, (float)1.92999995);\n\t\t\t float tmp_di
= tmp_dg * (float)1.58000004;\n\t\t\t float tmp_dk = max(tmp_di, (float)0);\n\t\t\t
float tmp_dm = min(tmp_dk, (float)1);\n\t\t\t float tmp_dn = tmp_dm * uniform_x;\n\t\t\t
float3 tmp_do = float3(tmp_dn, tmp_dn, tmp_dn);\n\t\t\t float tmp_dp = attributes.uv[0];\n\t\t\t
bool tmp_dr = tmp_dp > (float)0.5;\n\t\t\t float3 tmp_du = tmp_de + float3(0,
180, 15);\n\t\t\t float3 tmp_dv = float3(-1, -1, -1) * tmp_du;\n\t\t\t
float3 tmp_dw = tmp_dr ? tmp_dv : tmp_du;\n\t\t\t float3 tmp_dx = tmp_dw
- tmp_de;\n\t\t\t float3 tmp_dy = tmp_do * tmp_dx;\n\t\t\t float3 tmp_dz
= tmp_de + tmp_dy;\n\t\t\t float tmp_ed = tmp_dr ? (float)-30 : (float)30;\n\t\t\t
float3 tmp_ee = float3((float)-20, tmp_ed, (float)0);\n\t\t\t float3 tmp_ef
= float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t
float3 tmp_eg = tmp_ee * tmp_ef;\n\t\t\t float3 tmp_eh = tmp_dz + tmp_eg;\n\t\t\t
SetAttribute_48A7BEFF( /*inout */attributes.angleX, /*inout */attributes.angleY,
/*inout */attributes.angleZ, tmp_eh);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_h);\n\t\t\t{\n\t\t\t float3 tmp_de = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\n\t\t\t float tmp_df = attributes.uv[0];\n\t\t\t
bool tmp_dh = tmp_df > (float)0.5;\n\t\t\t float tmp_di = tmp_dh ? uniform_z
: uniform_ba;\n\t\t\t float3 tmp_dj = float3(tmp_di, uniform_bb, uniform_bc);\n\t\t\t
float4 tmp_dl = SampleTexture(VFX_SAMPLER(texture_bd),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_dj * tmp_dn;\n\t\t\t float3 tmp_dp
= tmp_de + tmp_do;\n\t\t\t float tmp_dq = tmp_dh ? uniform_be : uniform_bf;\n\t\t\t
float3 tmp_dr = float3(tmp_dq, uniform_bg, uniform_bh);\n\t\t\t float tmp_ds
= tmp_dl[2];\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_dh ? uniform_bi : uniform_bj;\n\t\t\t float3 tmp_dx =
float3(tmp_dw, uniform_bk, uniform_bl);\n\t\t\t float tmp_dy = tmp_dl[1];\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_de;\n\t\t\t float3 tmp_ed = uniform_y * tmp_ec;\n\t\t\t
float3 tmp_ee = tmp_de + 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\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_BODYANIM_CURRENT 1\n#define VFX_USE_BODYANIMNOISE_CURRENT
1\n#define VFX_USE_MALE_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_SIZE_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define
VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT
1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define
VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT
1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define
VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 uniform_b;\n float4 uniform_c;\n float4 uniform_d;\n float4
uniform_v;\n float3 uniform_n;\n float uniform_a;\n float uniform_e;\n
float uniform_f;\n float uniform_g;\n float uniform_h;\n float uniform_i;\n
float uniform_j;\n float uniform_k;\n float uniform_l;\n float uniform_m;\n
float uniform_o;\n float uniform_p;\n float uniform_q;\n float uniform_r;\n
float uniform_s;\n float uniform_t;\n float uniform_u;\n float uniform_x;\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 uniform_bj;\n
float uniform_bk;\n float uniform_bl;\n float Size_j;\n float smoothness;\n
float metallic;\n float normalScale;\n float currentFrameIndex;\n
uint 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 float3 axisX;\n
float3 axisY;\n float3 axisZ;\n float size;\n uint particleId;\n
float alpha;\n float angleX;\n float angleY;\n float angleZ;\n
float pivotX;\n float pivotY;\n float pivotZ;\n float scaleX;\n
float scaleY;\n float scaleZ;\n float3 color;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_w;\nSamplerState samplertexture_w;\nfloat4 texture_w_TexelSize;\n\nTexture2D
texture_y;\nSamplerState samplertexture_y;\nfloat4 texture_y_TexelSize;\n\nTexture2D
baseColorMap;\nSamplerState samplerbaseColorMap;\nfloat4 baseColorMap_TexelSize;\n\nTexture2D
maskMap;\nSamplerState samplermaskMap;\nfloat4 maskMap_TexelSize;\n\nTexture2D
normalMap;\nSamplerState samplernormalMap;\nfloat4 normalMap_TexelSize;\n\n\n\r\n#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_65DEC940(inout
float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX
= Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SetAttribute_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_ED2BDC15(inout
bool alive, bool Alive) /*attribute:alive Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n alive = Alive;\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}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x4 + 0x6A800) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\nattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x23800) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23803) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x23804) << 2));\nattributes.bodyAnim
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23805) << 2));\nattributes.bodyAnimNoise
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23806) << 2));\nattributes.Male
= asfloat(attributeBuffer.Load((index * 0x8 + 0x23807) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5000) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5004) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0xD5008) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13F800) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148600) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148601) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x148602) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163000) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163001) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x163002) << 2));\nattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A801) << 2));\nattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A802) << 2));\nattributes.scaleZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0x6A803) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x17DA00) << 2));\n\n\r\n\t\t\t{\n\t\t\t
float3 tmp_de = float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float3 tmp_df = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t
float3 tmp_dh = tmp_de + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_di
= tmp_dh - tmp_de;\n\t\t\t float3 tmp_dj = tmp_df * tmp_di;\n\t\t\t float3
tmp_dk = tmp_de + tmp_dj;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dk);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_df = (float)1 - attributes.Male;\n\t\t\t SetAttribute_39EE3455(
/*inout */attributes.size, tmp_df);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_df
= attributes.size * (float)30;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size,
tmp_df);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_df = pow(attributes.Male, (float)1.92999995);\n\t\t\t
float tmp_dh = tmp_df * (float)1.58000004;\n\t\t\t float tmp_dj = max(tmp_dh,
(float)0);\n\t\t\t float tmp_dl = min(tmp_dj, (float)1);\n\t\t\t float4
tmp_dm = float4(tmp_dl, tmp_dl, tmp_dl, tmp_dl);\n\t\t\t float4 tmp_dn =
tmp_dm * uniform_c;\n\t\t\t float4 tmp_do = uniform_b + tmp_dn;\n\t\t\t
float tmp_dp = tmp_do[0];\n\t\t\t float tmp_dq = tmp_do[1];\n\t\t\t float
tmp_dr = tmp_do[2];\n\t\t\t float3 tmp_ds = float3(tmp_dp, tmp_dq, tmp_dr);\n\t\t\t
uint tmp_dt = attributes.particleId ^ asuint(uniform_j);\n\t\t\t float tmp_du
= FixedRand(tmp_dt);\n\t\t\t float tmp_dv = tmp_du * uniform_k;\n\t\t\t
float tmp_dw = uniform_i + tmp_dv;\n\t\t\t float tmp_dx = attributes.uv[0];\n\t\t\t
float tmp_dy = uniform_l + tmp_dx;\n\t\t\t float tmp_dz = attributes.uv[1];\n\t\t\t
float tmp_ea = uniform_m + tmp_dz;\n\t\t\t float2 tmp_eb = float2(tmp_dy,
tmp_ea);\n\t\t\t float3 tmp_ed = GeneratePerlinNoise(tmp_eb, uniform_n.x,
(int)2, uniform_n.y, uniform_n.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_ej = max(tmp_ei, uniform_o);\n\t\t\t float tmp_ek = min(tmp_ej,
uniform_p);\n\t\t\t float tmp_el = tmp_ek - uniform_o;\n\t\t\t float
tmp_em = tmp_el / uniform_q;\n\t\t\t float tmp_en = tmp_du * uniform_s;\n\t\t\t
float tmp_eo = uniform_r + tmp_en;\n\t\t\t float tmp_ep = tmp_eo - tmp_dw;\n\t\t\t
float tmp_eq = tmp_em * tmp_ep;\n\t\t\t float tmp_er = tmp_dw + tmp_eq;\n\t\t\t
float tmp_es = attributes.crumble ? (float)1 : (float)0;\n\t\t\t float tmp_et
= (bool)asuint(uniform_u) ? tmp_es : (float)0;\n\t\t\t float tmp_eu = (bool)asuint(uniform_t)
? attributes.shockwave : tmp_et;\n\t\t\t float tmp_ev = (bool)asuint(uniform_h)
? tmp_er : tmp_eu;\n\t\t\t float tmp_ew = (bool)asuint(uniform_g) ? (float)0
: tmp_ev;\n\t\t\t float tmp_ex = (bool)asuint(uniform_f) ? attributes.bodyAnimNoise
: tmp_ew;\n\t\t\t float tmp_ey = (bool)asuint(uniform_e) ? attributes.Male
: tmp_ex;\n\t\t\t float tmp_ez = (bool)asuint(uniform_a) ? (float)0 : tmp_ey;\n\t\t\t
float4 tmp_fa = float4(tmp_ez, tmp_ez, tmp_ez, tmp_ez);\n\t\t\t float4 tmp_fb
= tmp_fa * uniform_v;\n\t\t\t float4 tmp_fc = uniform_d + tmp_fb;\n\t\t\t
float tmp_fd = tmp_fc[0];\n\t\t\t float tmp_fe = tmp_fc[1];\n\t\t\t float
tmp_ff = tmp_fc[2];\n\t\t\t float3 tmp_fg = float3(tmp_fd, tmp_fe, tmp_ff);\n\t\t\t
float3 tmp_fh = (bool)asuint(uniform_a) ? tmp_ds : tmp_fg;\n\t\t\t SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_fh);\n\t\t\t}\n\t\t\t{\n\t\t\t float4 tmp_df
= SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t
float tmp_dg = tmp_df[2];\n\t\t\t float tmp_di = tmp_dg * (float)1.5;\n\t\t\t
SetAttribute_39EE3455( /*inout */attributes.size, tmp_di);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_df = SampleTexture(VFX_SAMPLER(texture_w),attributes.uv,(float)0);\n\t\t\t
float tmp_dg = tmp_df[2];\n\t\t\t bool tmp_dh = tmp_dg > (float)0;\n\t\t\t
SetAttribute_ED2BDC15( /*inout */attributes.alive, tmp_dh);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_de = float3(attributes.scaleX, attributes.scaleY, attributes.scaleZ);\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[2];\n\t\t\t float tmp_di = tmp_dh * uniform_x;\n\t\t\t
float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float4 tmp_dl =
SampleTexture(VFX_SAMPLER(texture_y),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 = float3(0, -0.660000026, 1.75999999) * tmp_dn;\n\t\t\t float3
tmp_dp = tmp_de + tmp_do;\n\t\t\t float tmp_dr = tmp_dl[1];\n\t\t\t float3
tmp_ds = float3(tmp_dr, tmp_dr, tmp_dr);\n\t\t\t float3 tmp_dt = float3(0,
0, -0.150000006) * tmp_ds;\n\t\t\t float3 tmp_du = tmp_dp + tmp_dt;\n\t\t\t
float3 tmp_dv = tmp_du - tmp_de;\n\t\t\t float3 tmp_dw = tmp_dj * tmp_dv;\n\t\t\t
float3 tmp_dx = tmp_de + tmp_dw;\n\t\t\t float tmp_dy = tmp_dg[3];\n\t\t\t
float3 tmp_dz = float3(tmp_dy, tmp_dy, tmp_dy);\n\t\t\t float3 tmp_eb =
float3(0, -0.660000026, 0.959999979) * tmp_dn;\n\t\t\t float3 tmp_ec = tmp_de
+ tmp_eb;\n\t\t\t float3 tmp_ed = tmp_ec + tmp_dt;\n\t\t\t float3 tmp_ef
= tmp_ed + float3(0, 0, 0.540000021);\n\t\t\t float3 tmp_eg = tmp_ef - tmp_de;\n\t\t\t
float3 tmp_eh = tmp_dj * tmp_eg;\n\t\t\t float3 tmp_ei = tmp_de + tmp_eh;\n\t\t\t
float3 tmp_ej = tmp_ei - tmp_dx;\n\t\t\t float3 tmp_ek = tmp_dz * tmp_ej;\n\t\t\t
float3 tmp_el = tmp_dx + tmp_ek;\n\t\t\t SetAttribute_D5151642( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ,
tmp_el);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_de = float3(attributes.pivotX,
attributes.pivotY, attributes.pivotZ);\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[2];\n\t\t\t float tmp_di = tmp_dh * uniform_x;\n\t\t\t
float3 tmp_dj = float3(tmp_di, tmp_di, tmp_di);\n\t\t\t float tmp_dk = attributes.uv[0];\n\t\t\t
bool tmp_dm = tmp_dk > (float)0.5;\n\t\t\t float tmp_dn = tmp_dm ? uniform_z
: uniform_ba;\n\t\t\t float3 tmp_do = float3(tmp_dn, uniform_bb, uniform_bc);\n\t\t\t
float4 tmp_dp = SampleTexture(VFX_SAMPLER(texture_y),attributes.uv,(float)0);\n\t\t\t
float tmp_dq = tmp_dp[0];\n\t\t\t float3 tmp_dr = float3(tmp_dq, tmp_dq,
tmp_dq);\n\t\t\t float3 tmp_ds = tmp_do * tmp_dr;\n\t\t\t float3 tmp_dt
= tmp_de + tmp_ds;\n\t\t\t float tmp_du = tmp_dm ? uniform_bd : uniform_be;\n\t\t\t
float3 tmp_dv = float3(tmp_du, uniform_bf, uniform_bg);\n\t\t\t float tmp_dw
= tmp_dp[2];\n\t\t\t float3 tmp_dx = float3(tmp_dw, tmp_dw, tmp_dw);\n\t\t\t
float3 tmp_dy = tmp_dv * tmp_dx;\n\t\t\t float3 tmp_dz = tmp_dt + tmp_dy;\n\t\t\t
float tmp_ea = tmp_dm ? uniform_bh : uniform_bi;\n\t\t\t float3 tmp_eb =
float3(tmp_ea, uniform_bj, uniform_bk);\n\t\t\t float tmp_ec = tmp_dp[1];\n\t\t\t
float3 tmp_ed = float3(tmp_ec, tmp_ec, tmp_ec);\n\t\t\t float3 tmp_ee =
tmp_eb * tmp_ed;\n\t\t\t float3 tmp_ef = tmp_dz + tmp_ee;\n\t\t\t float3
tmp_eg = tmp_ef - tmp_de;\n\t\t\t float3 tmp_eh = tmp_dj * tmp_eg;\n\t\t\t
float3 tmp_ei = tmp_de + tmp_eh;\n\t\t\t float tmp_ej = tmp_dg[3];\n\t\t\t
float3 tmp_ek = float3(tmp_ej, tmp_ej, tmp_ej);\n\t\t\t float3 tmp_em =
float3(0, 0, -0.219999999) * tmp_dr;\n\t\t\t float3 tmp_en = tmp_de + tmp_em;\n\t\t\t
float3 tmp_ep = float3(0, 0, 0.379999995) * tmp_dx;\n\t\t\t float3 tmp_eq
= tmp_en + tmp_ep;\n\t\t\t float3 tmp_er = float3(0, 0, -0.219999999) *
tmp_ed;\n\t\t\t float3 tmp_es = tmp_eq + tmp_er;\n\t\t\t float3 tmp_et
= tmp_es - tmp_de;\n\t\t\t float3 tmp_eu = tmp_dj * tmp_et;\n\t\t\t float3
tmp_ev = tmp_de + tmp_eu;\n\t\t\t float3 tmp_ew = tmp_ev - tmp_ei;\n\t\t\t
float3 tmp_ex = tmp_ek * tmp_ew;\n\t\t\t float3 tmp_ey = tmp_ei + tmp_ex;\n\t\t\t
SetAttribute_65DEC940( /*inout */attributes.pivotX, /*inout */attributes.pivotY,
/*inout */attributes.pivotZ, tmp_ey);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_de
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float tmp_dg = pow(attributes.Male, (float)1.92999995);\n\t\t\t float tmp_di
= tmp_dg * (float)1.58000004;\n\t\t\t float tmp_dk = max(tmp_di, (float)0);\n\t\t\t
float tmp_dm = min(tmp_dk, (float)1);\n\t\t\t float tmp_dn = tmp_dm * uniform_bl;\n\t\t\t
float3 tmp_do = float3(tmp_dn, tmp_dn, tmp_dn);\n\t\t\t float3 tmp_dq =
tmp_de + float3(0, -0.800000012, 0);\n\t\t\t float3 tmp_dr = tmp_dq - tmp_de;\n\t\t\t
float3 tmp_ds = tmp_do * tmp_dr;\n\t\t\t float3 tmp_dt = tmp_de + tmp_ds;\n\t\t\t
float3 tmp_dv = float3(attributes.bodyAnim, attributes.bodyAnim, attributes.bodyAnim);\n\t\t\t
float3 tmp_dw = float3(0, 0.0599999987, 0) * tmp_dv;\n\t\t\t float3 tmp_dx
= tmp_dt + tmp_dw;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_dx);\n\t\t\t}\n\t\t\tSetAttribute_39EE3455(
/*inout */attributes.size, Size_j);\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_POSITION_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_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define
VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT
1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define
VFX_USE_SCALEZ_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_PARTICLEID_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_d;\n float4 Size_d;\n float4 uniform_f;\n
float A_a;\n float B_a;\n float uniform_a;\n float uniform_b;\n
float smoothness;\n float metallic;\n float normalScale;\n float uniform_e;\n
float uniform_g;\n float uniform_h;\n float uniform_i;\n float uniform_j;\n
float currentFrameIndex;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 position;\n float angleX;\n float angleY;\n float angleZ;\n
float lifetime;\n uint seed;\n float3 velocity;\n float size;\n
float scaleX;\n float scaleY;\n float age;\n float alpha;\n bool
alive;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n float
pivotX;\n float pivotY;\n float pivotZ;\n float scaleZ;\n float3
color;\n uint particleId;\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_3278B09A(inout
float size, inout uint seed, float A, float B) /*attribute:size Composition:Overwrite
Source:Slot Random:PerComponent channels:XYZ */\n{\n size = lerp(A,B,RAND);\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
SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n color = Color;\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 + 0xA) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\nattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x36F000) << 2));\nattributes.seed
= (attributeBuffer.Load((index * 0xC + 0x3B8403) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x803000) << 2));\nattributes.scaleX
= (float)1;\nattributes.scaleY = (float)1;\nattributes.age = asfloat(attributeBuffer.Load((index
* 0xC + 0x9) << 2));\nattributes.alpha = (float)1;\nattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8400) << 2));\nattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8404) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x3B8408) << 2));\nattributes.pivotX = (float)0;\nattributes.pivotY
= (float)0;\nattributes.pivotZ = (float)0;\nattributes.scaleZ = (float)1;\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x84C400) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x971400) << 2));\n\n\r\n\t\t\tSetAttribute_3278B09A(
/*inout */attributes.size, /*inout */attributes.seed, A_a, B_a);\n\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t{\n\t\t\t uint tmp_bw
= attributes.particleId ^ asuint(uniform_a);\n\t\t\t float tmp_bx = FixedRand(tmp_bw);\n\t\t\t
bool tmp_by = tmp_bx > uniform_b;\n\t\t\t float4 tmp_bz = tmp_by ? uniform_c
: uniform_d;\n\t\t\t float tmp_ca = tmp_bz[0];\n\t\t\t float tmp_cb =
tmp_bz[1];\n\t\t\t float tmp_cc = tmp_bz[2];\n\t\t\t float3 tmp_cd =
float3(tmp_ca, tmp_cb, tmp_cc);\n\t\t\t SetAttribute_FDD06EC7( /*inout */attributes.color,
tmp_cd);\n\t\t\t}\n\t\t\tAttributeFromCurve_7DF18693( /*inout */attributes.size,
attributes.age, attributes.lifetime, Size_d);\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_298D9B6C(inout
float size, float age, float lifetime, float4 Size) /*attribute:size Composition:Add
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 + 0x36F000) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x1 + 0x803000) << 2));\nattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x84C400) << 2));\nattributes.age
= asfloat(attributeBuffer.Load((index * 0xC + 0xA) << 2));\nattributes.alpha
= (float)1;\nattributes.axisX = asfloat(attributeBuffer.Load3((index * 0xC
+ 0x36F004) << 2));\nattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x36F008) << 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;\nattributes.color = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x895800) << 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_298D9B6C(
/*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 4]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
= asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x125100) << 2));\nattributes.velocity
= 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
= (float)0;\nattributes.pivotZ = (float)0;\nattributes.scaleX = (float)1;\nattributes.scaleY
= (float)1;\nattributes.scaleZ = (float)1;\nattributes.color = asfloat(attributeBuffer.Load3((index
* 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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