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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y: motion vector scale v\n\t\t\t\tnointerpolation float2 builtInInterpolants2
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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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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 float4
tmp_ch = SampleTexture(VFX_SAMPLER(texture_d),attributes.uv,(float)0);\n\t\t\t\t\t\t\t\t\t
float tmp_ci = tmp_ch[0];\n\t\t\t\t\t\t\t\t\t float tmp_ck = pow(tmp_ci,
(float)1);\n\t\t\t\t\t\t\t\t\t float tmp_cm = tmp_ck * (float)4.80000019;\n\t\t\t\t\t\t\t\t\t
float tmp_cn = (float)0.200000003 + tmp_cm;\n\t\t\t\t\t\t\t\t\t float4 tmp_co
= float4(tmp_cn, tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t\t\t\t\t\t float4 tmp_cp
= uniform_c * tmp_co;\n\t\t\t\t\t\t\t\t\t float4 tmp_cq = tmp_cp * uniform_z;\n\t\t\t\t\t\t\t\t\t
float tmp_cr = tmp_cq[0];\n\t\t\t\t\t\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t\t\t\t\t\t
float tmp_ct = tmp_cq[2];\n\t\t\t\t\t\t\t\t\t float3 tmp_cu = float3(tmp_cr,
tmp_cs, tmp_ct);\n\t\t\t\t\t\t\t\t\t float3 tmp_cw = float3(0, 0, 0) - tmp_cu;\n\t\t\t\t\t\t\t\t\t
float3 tmp_cx = uniform_ba * tmp_cw;\n\t\t\t\t\t\t\t\t\t float3 tmp_cy =
tmp_cu + tmp_cx;\n\t\t\t\t\t\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t\t\t\t\t\t
float tmp_da = tmp_cy[1];\n\t\t\t\t\t\t\t\t\t float tmp_db = tmp_cy[2];\n\t\t\t\t\t\t\t\t\t
float4 tmp_dc = float4(tmp_cz, tmp_da, tmp_db, (float)1);\n\t\t\t\t\t\t\t\t\t
float4 tmp_de = (bool)asuint(uniform_b) ? tmp_dc : float4(0, 0, 0, 0);\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t emissiveColor = tmp_de;\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\tfloat4
baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t float4 tmp_ch
= SampleTexture(VFX_SAMPLER(texture_d),attributes.uv,(float)0);\n\t\t\t\t\t\t\t\t\t
float tmp_ci = tmp_ch[0];\n\t\t\t\t\t\t\t\t\t float tmp_ck = pow(tmp_ci,
(float)1);\n\t\t\t\t\t\t\t\t\t float tmp_cm = tmp_ck * (float)4.80000019;\n\t\t\t\t\t\t\t\t\t
float tmp_cn = (float)0.200000003 + tmp_cm;\n\t\t\t\t\t\t\t\t\t float4 tmp_co
= float4(tmp_cn, tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t\t\t\t\t\t float4 tmp_cp
= uniform_c * tmp_co;\n\t\t\t\t\t\t\t\t\t float4 tmp_cr = float4(0, 0, 0,
0) - tmp_cp;\n\t\t\t\t\t\t\t\t\t float4 tmp_cs = uniform_e * tmp_cr;\n\t\t\t\t\t\t\t\t\t
float4 tmp_ct = tmp_cp + tmp_cs;\n\t\t\t\t\t\t\t\t\t uint tmp_cu = attributes.particleId
^ asuint(uniform_m);\n\t\t\t\t\t\t\t\t\t float tmp_cv = FixedRand(tmp_cu);\n\t\t\t\t\t\t\t\t\t
float tmp_cw = tmp_cv * uniform_n;\n\t\t\t\t\t\t\t\t\t float tmp_cx = uniform_l
+ tmp_cw;\n\t\t\t\t\t\t\t\t\t float tmp_cy = attributes.uv[0];\n\t\t\t\t\t\t\t\t\t
float tmp_cz = uniform_o + tmp_cy;\n\t\t\t\t\t\t\t\t\t float tmp_da = attributes.uv[1];\n\t\t\t\t\t\t\t\t\t
float tmp_db = uniform_p + tmp_da;\n\t\t\t\t\t\t\t\t\t float2 tmp_dc = float2(tmp_cz,
tmp_db);\n\t\t\t\t\t\t\t\t\t float3 tmp_de = GeneratePerlinNoise(tmp_dc,
uniform_q.x, (int)2, uniform_q.y, uniform_q.z);\n\t\t\t\t\t\t\t\t\t float
tmp_df = tmp_de[0];\n\t\t\t\t\t\t\t\t\t float tmp_dh = tmp_df - (float)-1;\n\t\t\t\t\t\t\t\t\t
float tmp_dj = tmp_dh / (float)2;\n\t\t\t\t\t\t\t\t\t float tmp_dk = max(tmp_dj,
uniform_r);\n\t\t\t\t\t\t\t\t\t float tmp_dl = min(tmp_dk, uniform_s);\n\t\t\t\t\t\t\t\t\t
float tmp_dm = tmp_dl - uniform_r;\n\t\t\t\t\t\t\t\t\t float tmp_dn = tmp_dm
/ uniform_t;\n\t\t\t\t\t\t\t\t\t float tmp_do = tmp_cv * uniform_v;\n\t\t\t\t\t\t\t\t\t
float tmp_dp = uniform_u + tmp_do;\n\t\t\t\t\t\t\t\t\t float tmp_dq = tmp_dp
- tmp_cx;\n\t\t\t\t\t\t\t\t\t float tmp_dr = tmp_dn * tmp_dq;\n\t\t\t\t\t\t\t\t\t
float tmp_ds = tmp_cx + tmp_dr;\n\t\t\t\t\t\t\t\t\t float tmp_dt = attributes.crumble
? (float)1 : (float)0;\n\t\t\t\t\t\t\t\t\t float tmp_du = (bool)asuint(uniform_x)
? tmp_dt : (float)0;\n\t\t\t\t\t\t\t\t\t float tmp_dv = (bool)asuint(uniform_w)
? attributes.shockwave : tmp_du;\n\t\t\t\t\t\t\t\t\t float tmp_dw = (bool)asuint(uniform_k)
? tmp_ds : tmp_dv;\n\t\t\t\t\t\t\t\t\t float tmp_dx = (bool)asuint(uniform_j)
? (float)0 : tmp_dw;\n\t\t\t\t\t\t\t\t\t float tmp_dy = (bool)asuint(uniform_h)
? uniform_i : tmp_dx;\n\t\t\t\t\t\t\t\t\t float tmp_dz = (bool)asuint(uniform_g)
? attributes.Male : tmp_dy;\n\t\t\t\t\t\t\t\t\t float tmp_ea = (bool)asuint(uniform_b)
? (float)0 : tmp_dz;\n\t\t\t\t\t\t\t\t\t float4 tmp_eb = float4(tmp_ea,
tmp_ea, tmp_ea, tmp_ea);\n\t\t\t\t\t\t\t\t\t float4 tmp_ec = tmp_eb * uniform_y;\n\t\t\t\t\t\t\t\t\t
float4 tmp_ed = uniform_f + tmp_ec;\n\t\t\t\t\t\t\t\t\t float4 tmp_ee =
(bool)asuint(uniform_b) ? tmp_ct : tmp_ed;\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
baseColor = tmp_ee;\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_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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t metallic = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_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 float4
tmp_ch = SampleTexture(VFX_SAMPLER(texture_d),attributes.uv,(float)0);\n\t\t\t\t\t\t\t\t\t
float tmp_ci = tmp_ch[0];\n\t\t\t\t\t\t\t\t\t float tmp_ck = pow(tmp_ci,
(float)1);\n\t\t\t\t\t\t\t\t\t float tmp_cm = tmp_ck * (float)4.80000019;\n\t\t\t\t\t\t\t\t\t
float tmp_cn = (float)0.200000003 + tmp_cm;\n\t\t\t\t\t\t\t\t\t float4 tmp_co
= float4(tmp_cn, tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t\t\t\t\t\t float4 tmp_cp
= uniform_c * tmp_co;\n\t\t\t\t\t\t\t\t\t float4 tmp_cq = tmp_cp * uniform_z;\n\t\t\t\t\t\t\t\t\t
float tmp_cr = tmp_cq[0];\n\t\t\t\t\t\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t\t\t\t\t\t
float tmp_ct = tmp_cq[2];\n\t\t\t\t\t\t\t\t\t float3 tmp_cu = float3(tmp_cr,
tmp_cs, tmp_ct);\n\t\t\t\t\t\t\t\t\t float3 tmp_cw = float3(0, 0, 0) - tmp_cu;\n\t\t\t\t\t\t\t\t\t
float3 tmp_cx = uniform_ba * tmp_cw;\n\t\t\t\t\t\t\t\t\t float3 tmp_cy =
tmp_cu + tmp_cx;\n\t\t\t\t\t\t\t\t\t float tmp_cz = tmp_cy[0];\n\t\t\t\t\t\t\t\t\t
float tmp_da = tmp_cy[1];\n\t\t\t\t\t\t\t\t\t float tmp_db = tmp_cy[2];\n\t\t\t\t\t\t\t\t\t
float4 tmp_dc = float4(tmp_cz, tmp_da, tmp_db, (float)1);\n\t\t\t\t\t\t\t\t\t
float4 tmp_de = (bool)asuint(uniform_b) ? tmp_dc : float4(0, 0, 0, 0);\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t emissiveColor = tmp_de;\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\tfloat4
baseColor = (float4)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t float4 tmp_ch
= SampleTexture(VFX_SAMPLER(texture_d),attributes.uv,(float)0);\n\t\t\t\t\t\t\t\t\t
float tmp_ci = tmp_ch[0];\n\t\t\t\t\t\t\t\t\t float tmp_ck = pow(tmp_ci,
(float)1);\n\t\t\t\t\t\t\t\t\t float tmp_cm = tmp_ck * (float)4.80000019;\n\t\t\t\t\t\t\t\t\t
float tmp_cn = (float)0.200000003 + tmp_cm;\n\t\t\t\t\t\t\t\t\t float4 tmp_co
= float4(tmp_cn, tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t\t\t\t\t\t float4 tmp_cp
= uniform_c * tmp_co;\n\t\t\t\t\t\t\t\t\t float4 tmp_cr = float4(0, 0, 0,
0) - tmp_cp;\n\t\t\t\t\t\t\t\t\t float4 tmp_cs = uniform_e * tmp_cr;\n\t\t\t\t\t\t\t\t\t
float4 tmp_ct = tmp_cp + tmp_cs;\n\t\t\t\t\t\t\t\t\t uint tmp_cu = attributes.particleId
^ asuint(uniform_m);\n\t\t\t\t\t\t\t\t\t float tmp_cv = FixedRand(tmp_cu);\n\t\t\t\t\t\t\t\t\t
float tmp_cw = tmp_cv * uniform_n;\n\t\t\t\t\t\t\t\t\t float tmp_cx = uniform_l
+ tmp_cw;\n\t\t\t\t\t\t\t\t\t float tmp_cy = attributes.uv[0];\n\t\t\t\t\t\t\t\t\t
float tmp_cz = uniform_o + tmp_cy;\n\t\t\t\t\t\t\t\t\t float tmp_da = attributes.uv[1];\n\t\t\t\t\t\t\t\t\t
float tmp_db = uniform_p + tmp_da;\n\t\t\t\t\t\t\t\t\t float2 tmp_dc = float2(tmp_cz,
tmp_db);\n\t\t\t\t\t\t\t\t\t float3 tmp_de = GeneratePerlinNoise(tmp_dc,
uniform_q.x, (int)2, uniform_q.y, uniform_q.z);\n\t\t\t\t\t\t\t\t\t float
tmp_df = tmp_de[0];\n\t\t\t\t\t\t\t\t\t float tmp_dh = tmp_df - (float)-1;\n\t\t\t\t\t\t\t\t\t
float tmp_dj = tmp_dh / (float)2;\n\t\t\t\t\t\t\t\t\t float tmp_dk = max(tmp_dj,
uniform_r);\n\t\t\t\t\t\t\t\t\t float tmp_dl = min(tmp_dk, uniform_s);\n\t\t\t\t\t\t\t\t\t
float tmp_dm = tmp_dl - uniform_r;\n\t\t\t\t\t\t\t\t\t float tmp_dn = tmp_dm
/ uniform_t;\n\t\t\t\t\t\t\t\t\t float tmp_do = tmp_cv * uniform_v;\n\t\t\t\t\t\t\t\t\t
float tmp_dp = uniform_u + tmp_do;\n\t\t\t\t\t\t\t\t\t float tmp_dq = tmp_dp
- tmp_cx;\n\t\t\t\t\t\t\t\t\t float tmp_dr = tmp_dn * tmp_dq;\n\t\t\t\t\t\t\t\t\t
float tmp_ds = tmp_cx + tmp_dr;\n\t\t\t\t\t\t\t\t\t float tmp_dt = attributes.crumble
? (float)1 : (float)0;\n\t\t\t\t\t\t\t\t\t float tmp_du = (bool)asuint(uniform_x)
? tmp_dt : (float)0;\n\t\t\t\t\t\t\t\t\t float tmp_dv = (bool)asuint(uniform_w)
? attributes.shockwave : tmp_du;\n\t\t\t\t\t\t\t\t\t float tmp_dw = (bool)asuint(uniform_k)
? tmp_ds : tmp_dv;\n\t\t\t\t\t\t\t\t\t float tmp_dx = (bool)asuint(uniform_j)
? (float)0 : tmp_dw;\n\t\t\t\t\t\t\t\t\t float tmp_dy = (bool)asuint(uniform_h)
? uniform_i : tmp_dx;\n\t\t\t\t\t\t\t\t\t float tmp_dz = (bool)asuint(uniform_g)
? attributes.Male : tmp_dy;\n\t\t\t\t\t\t\t\t\t float tmp_ea = (bool)asuint(uniform_b)
? (float)0 : tmp_dz;\n\t\t\t\t\t\t\t\t\t float4 tmp_eb = float4(tmp_ea,
tmp_ea, tmp_ea, tmp_ea);\n\t\t\t\t\t\t\t\t\t float4 tmp_ec = tmp_eb * uniform_y;\n\t\t\t\t\t\t\t\t\t
float4 tmp_ed = uniform_f + tmp_ec;\n\t\t\t\t\t\t\t\t\t float4 tmp_ee =
(bool)asuint(uniform_b) ? tmp_ct : tmp_ed;\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
baseColor = tmp_ee;\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_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_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_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\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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x1 + 0x4B00) << 2));\n\t\t\t\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 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 * 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.Male = (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\n\t\t\t\t\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\t\t\t\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 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
* 0x8 + 0x1905) << 2));\n\t\t\t\t\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\t\t\t\tattributes.pivotX = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE40) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE41) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE42) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x4 + 0xCE43) << 2));\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.Male
= (float)0;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
float tmp_cg = (float)0.0350000001 * uniform_a;\n\t\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float
tmp_cg = attributes.size * (float)30;\n\t\t\t\t SetAttribute_3278B22F( /*inout
*/attributes.size, tmp_cg);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float3 tmp_cf
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t\t
float3 tmp_cg = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t\t
float3 tmp_ci = tmp_cf + float3(0.400000006, 0, 0);\n\t\t\t\t float3 tmp_cj
= tmp_ci - tmp_cf;\n\t\t\t\t float3 tmp_ck = tmp_cg * tmp_cj;\n\t\t\t\t
float3 tmp_cl = tmp_cf + tmp_ck;\n\t\t\t\t SetAttribute_65DEC940( /*inout
*/attributes.pivotX, /*inout */attributes.pivotY, /*inout */attributes.pivotZ,
tmp_cl);\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: 1
name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT
1\n#define VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYY_CURRENT
1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT 1\n#define VFX_USE_AXISX_CURRENT
1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_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_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 InvFieldTransform_h;\n float4x4 FieldTransform_h;\n float3 uniform_o;\n
float uniform_a;\n float3 uniform_u;\n float uniform_b;\n float3 uniform_z;\n
float uniform_d;\n float3 uniform_ba;\n float uniform_e;\n float3
uniform_bb;\n float uniform_f;\n float uniform_g;\n float uniform_h;\n
float uniform_i;\n float uniform_j;\n float uniform_k;\n float uniform_l;\n
float uniform_m;\n float uniform_n;\n float uniform_p;\n float uniform_q;\n
float uniform_r;\n float uniform_s;\n float uniform_t;\n float uniform_v;\n
float uniform_w;\n float uniform_x;\n float uniform_y;\n float uniform_bc;\n
float Drag_h;\n float frequency_h;\n float octaves_h;\n float roughness_h;\n
uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n
float3 position;\n float shockwaveMask;\n float shockwave;\n bool
collapseStarted;\n bool crumble;\n float3 velocity;\n float mass;\n
float angularVelocityX;\n float angularVelocityY;\n float angularVelocityZ;\n
float3 axisX;\n float3 axisY;\n float3 axisZ;\n uint particleId;\n
float angleX;\n float angleY;\n float angleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\nTexture2D
texture_c;\nSamplerState samplertexture_c;\nfloat4 texture_c_TexelSize;\n\nTexture2D
texture_bd;\nSamplerState samplertexture_bd;\nfloat4 texture_bd_TexelSize;\n\nTexture2D
texture_be;\nSamplerState samplertexture_be;\nfloat4 texture_be_TexelSize;\n\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
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
= Position;\n}\nvoid SetCustomAttribute_20372A25(inout float shockwaveMask,
float _ShockwaveMask) /*attribute:shockwaveMask Composition:Overwrite Random:Off
AttributeType:Float */\n{\n shockwaveMask = _ShockwaveMask;\n}\nvoid SetCustomAttribute_89FC86F5(inout
float shockwave, float _Shockwave) /*attribute:shockwave Composition:Overwrite
Random:Off AttributeType:Float */\n{\n shockwave = _Shockwave;\n}\nvoid
SetCustomAttribute_1E758396(inout bool collapseStarted, bool _CollapseStarted)
/*attribute:collapseStarted Composition:Overwrite Random:Off AttributeType:Bool
*/\n{\n collapseStarted = _CollapseStarted;\n}\nvoid SetCustomAttribute_43E96CEE(inout
bool crumble, bool _Crumble) /*attribute:crumble Composition:Overwrite Random:Off
AttributeType:Bool */\n{\n crumble = _Crumble;\n}\nvoid Force_1(inout float3
velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative
*/\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime /
mass);\n}\nvoid SetAttribute_FA9588B7(inout float angularVelocityX, inout float
angularVelocityY, inout float angularVelocityZ, float3 AngularVelocity) /*attribute:angularVelocity
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n angularVelocityX
= AngularVelocity.x;\n angularVelocityY = AngularVelocity.y;\n angularVelocityZ
= AngularVelocity.z;\n}\nvoid Turbulence_18D(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, int octaves, float roughness,
float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n
float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid SetAttribute_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 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 + 0x1900) << 2));\n\t\t\tattributes.shockwaveMask = asfloat(attributeBuffer.Load((index
* 0x8 + 0x5143) << 2));\n\t\t\tattributes.shockwave = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1903) << 2));\n\t\t\tattributes.collapseStarted = (attributeBuffer.Load((index
* 0x8 + 0x5144) << 2));\n\t\t\tattributes.crumble = (attributeBuffer.Load((index
* 0x8 + 0x1904) << 2));\n\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x5140) << 2));\n\t\t\tattributes.mass = (float)1;\n\t\t\tattributes.angularVelocityX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x5145) << 2));\n\t\t\tattributes.angularVelocityY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x5146) << 2));\n\t\t\tattributes.angularVelocityZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x5147) << 2));\n\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\n\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\n\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\n\t\t\tattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1905) << 2));\n\t\t\tattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\n\t\t\t\n\r\n\r\n//
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t\t
float tmp_cq = tmp_cp[0];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float
tmp_cs = tmp_cp[2];\n\t\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t\t
float3 tmp_cu = attributes.position - tmp_ct;\n\t\t\t float3 tmp_cv = tmp_cu
* tmp_cu;\n\t\t\t float tmp_cw = tmp_cv[2];\n\t\t\t float tmp_cx = tmp_cv[1];\n\t\t\t
float tmp_cy = tmp_cw + tmp_cx;\n\t\t\t float tmp_cz = tmp_cv[0];\n\t\t\t
float tmp_da = tmp_cy + tmp_cz;\n\t\t\t float tmp_dc = pow(tmp_da, (float)0.5);\n\t\t\t
float tmp_dd = max(tmp_dc, uniform_d);\n\t\t\t float tmp_de = min(tmp_dd,
uniform_e);\n\t\t\t float tmp_df = tmp_de - uniform_d;\n\t\t\t float
tmp_dg = tmp_df / uniform_f;\n\t\t\t float tmp_dh = tmp_dg * uniform_g;\n\t\t\t
float tmp_di = uniform_b + tmp_dh;\n\t\t\t float tmp_dj = uniform_a * tmp_di;\n\t\t\t
float tmp_dk = tmp_dj * uniform_h;\n\t\t\t uint tmp_dm = attributes.particleId
^ asuint(uniform_k);\n\t\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t\t
float tmp_do = tmp_dn * uniform_l;\n\t\t\t float tmp_dp = uniform_j + tmp_do;\n\t\t\t
float tmp_dq = attributes.uv[0];\n\t\t\t float tmp_dr = uniform_m + tmp_dq;\n\t\t\t
float tmp_ds = attributes.uv[1];\n\t\t\t float tmp_dt = uniform_n + tmp_ds;\n\t\t\t
float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t\t float tmp_dx = tmp_dw[0];\n\t\t\t
float tmp_dz = tmp_dx - (float)-1;\n\t\t\t float tmp_eb = tmp_dz / (float)2;\n\t\t\t
float tmp_ec = max(tmp_eb, uniform_p);\n\t\t\t float tmp_ed = min(tmp_ec,
uniform_q);\n\t\t\t float tmp_ee = tmp_ed - uniform_p;\n\t\t\t float
tmp_ef = tmp_ee / uniform_r;\n\t\t\t float tmp_eg = tmp_dn * uniform_t;\n\t\t\t
float tmp_eh = uniform_s + tmp_eg;\n\t\t\t float tmp_ei = tmp_eh - tmp_dp;\n\t\t\t
float tmp_ej = tmp_ef * tmp_ei;\n\t\t\t float tmp_ek = tmp_dp + tmp_ej;\n\t\t\t
float tmp_el = tmp_ek - (float)1;\n\t\t\t float tmp_em = uniform_i * tmp_el;\n\t\t\t
float tmp_en = (float)1 + tmp_em;\n\t\t\t float tmp_eo = tmp_dk * tmp_en;\n\t\t\t
float tmp_ep = saturate(tmp_eo);\n\t\t\t float3 tmp_eq = float3(tmp_ep,
tmp_ep, tmp_ep);\n\t\t\t float3 tmp_er = tmp_ct - attributes.position;\n\t\t\t
float3 tmp_es = tmp_eq * tmp_er;\n\t\t\t float3 tmp_et = attributes.position
+ tmp_es;\n\t\t\t float3 tmp_eu = attributes.crumble ? attributes.position
: tmp_et;\n\t\t\t SetAttribute_CAC29747( /*inout */attributes.position,
tmp_eu);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = attributes.position -
uniform_u;\n\t\t\t float3 tmp_cp = tmp_co * tmp_co;\n\t\t\t float tmp_cq
= tmp_cp[2];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float tmp_cs =
tmp_cq + tmp_cr;\n\t\t\t float tmp_ct = tmp_cp[0];\n\t\t\t float tmp_cu
= tmp_cs + tmp_ct;\n\t\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t\t
float tmp_cy = max(tmp_cw, (float)0.99000001);\n\t\t\t float tmp_da = min(tmp_cy,
(float)84);\n\t\t\t float tmp_db = tmp_da - (float)0.99000001;\n\t\t\t
float tmp_dd = tmp_db / (float)83.0100021;\n\t\t\t float tmp_df = tmp_dd
* (float)100;\n\t\t\t SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask,
tmp_df);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_co = attributes.position -
uniform_u;\n\t\t\t float3 tmp_cp = tmp_co * tmp_co;\n\t\t\t float tmp_cq
= tmp_cp[2];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float tmp_cs =
tmp_cq + tmp_cr;\n\t\t\t float tmp_ct = tmp_cp[0];\n\t\t\t float tmp_cu
= tmp_cs + tmp_ct;\n\t\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t\t
float tmp_cy = max(tmp_cw, (float)0.99000001);\n\t\t\t float tmp_da = min(tmp_cy,
(float)84);\n\t\t\t float tmp_db = tmp_da - (float)0.99000001;\n\t\t\t
float tmp_dd = tmp_db / (float)83.0100021;\n\t\t\t float tmp_df = tmp_dd
* (float)100;\n\t\t\t bool tmp_dg = !attributes.collapseStarted;\n\t\t\t
float tmp_di = tmp_dg ? uniform_w : (float)1;\n\t\t\t float tmp_dk = max(tmp_di,
(float)0);\n\t\t\t float tmp_dl = min(tmp_dk, (float)1);\n\t\t\t float
tmp_dn = tmp_dl * (float)60;\n\t\t\t float tmp_do = tmp_dn + (float)1;\n\t\t\t
bool tmp_dp = tmp_df < tmp_do;\n\t\t\t float tmp_dq = tmp_dn - (float)1;\n\t\t\t
bool tmp_dr = tmp_df > tmp_dq;\n\t\t\t bool tmp_ds = tmp_dp && tmp_dr;\n\t\t\t
float tmp_du = attributes.shockwave + (float)0.25;\n\t\t\t float tmp_dw
= attributes.shockwave - (float)0.0250000004;\n\t\t\t float tmp_dx = tmp_ds
? tmp_du : tmp_dw;\n\t\t\t float tmp_dy = max(tmp_dx, (float)0);\n\t\t\t
float tmp_dz = min(tmp_dy, (float)1);\n\t\t\t float tmp_ea = (bool)asuint(uniform_v)
? tmp_dz : (float)0;\n\t\t\t SetCustomAttribute_89FC86F5( /*inout */attributes.shockwave,
tmp_ea);\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_co = !attributes.collapseStarted;\n\t\t\t float tmp_cq = tmp_co ? uniform_x
: (float)1;\n\t\t\t float tmp_cs = max(tmp_cq, (float)0);\n\t\t\t float
tmp_ct = min(tmp_cs, (float)1);\n\t\t\t float tmp_cv = tmp_ct * (float)60;\n\t\t\t
bool tmp_cw = tmp_cv > attributes.shockwaveMask;\n\t\t\t float tmp_cx =
tmp_co ? uniform_y : (float)1;\n\t\t\t float tmp_cz = max(attributes.shockwaveMask,
(float)0);\n\t\t\t float tmp_db = min(tmp_cz, (float)100);\n\t\t\t float
tmp_dc = tmp_db / (float)100;\n\t\t\t float tmp_de = tmp_dc * (float)-0.5;\n\t\t\t
float tmp_df = (float)0.5 + tmp_de;\n\t\t\t float tmp_dg = tmp_cx + tmp_df;\n\t\t\t
float tmp_dh = max(tmp_dg, (float)0);\n\t\t\t float tmp_di = min(tmp_dh,
(float)1);\n\t\t\t float3 tmp_dm = 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_dn = tmp_dm[0];\n\t\t\t float tmp_dp = tmp_dn - (float)-1;\n\t\t\t
float tmp_dr = tmp_dp / (float)2;\n\t\t\t float tmp_dt = tmp_dr * (float)5;\n\t\t\t
float tmp_du = (float)-2 + tmp_dt;\n\t\t\t float tmp_dv = max(tmp_du, (float)0);\n\t\t\t
float tmp_dw = min(tmp_dv, (float)1);\n\t\t\t float tmp_dx = (float)1 -
tmp_di;\n\t\t\t float tmp_dy = tmp_dw * tmp_dx;\n\t\t\t float tmp_dz
= tmp_di + tmp_dy;\n\t\t\t float tmp_ea = max(tmp_dz, (float)0);\n\t\t\t
float tmp_eb = min(tmp_ea, (float)1);\n\t\t\t float tmp_ec = tmp_cw ? tmp_eb
: (float)0;\n\t\t\t float tmp_ee = tmp_ec - (float)0.800000012;\n\t\t\t
float tmp_ef = ceil(tmp_ee);\n\t\t\t float tmp_eg = saturate(tmp_ef);\n\t\t\t
bool tmp_eh = tmp_eg > (float)0.800000012;\n\t\t\t bool tmp_ej = tmp_eh
? (bool)true : attributes.crumble;\n\t\t\t SetCustomAttribute_43E96CEE(
/*inout */attributes.crumble, tmp_ej);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_co
= attributes.particleId ^ asuint(uniform_k);\n\t\t\t float tmp_cp = FixedRand(tmp_co);\n\t\t\t
float3 tmp_cq = float3(tmp_cp, tmp_cp, tmp_cp);\n\t\t\t float3 tmp_cr =
tmp_cq * uniform_ba;\n\t\t\t float3 tmp_cs = uniform_z + tmp_cr;\n\t\t\t
float3 tmp_cu = attributes.crumble ? tmp_cs : float3(0, 0, 0);\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, tmp_cu, (float)1, uniform_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
float3 tmp_co = float3(attributes.angularVelocityX, attributes.angularVelocityY,
attributes.angularVelocityZ);\n\t\t\t float3 tmp_cp = attributes.crumble
? uniform_bb : tmp_co;\n\t\t\t SetAttribute_FA9588B7( /*inout */attributes.angularVelocityX,
/*inout */attributes.angularVelocityY, /*inout */attributes.angularVelocityZ,
tmp_cp);\n\t\t\t}\n\t\t\t{\n\t\t\t uint tmp_cp = attributes.particleId ^
asuint(uniform_k);\n\t\t\t float tmp_cq = FixedRand(tmp_cp);\n\t\t\t
float tmp_cs = tmp_cq * (float)0.299999952;\n\t\t\t float tmp_ct = (float)0.850000024
+ tmp_cs;\n\t\t\t float tmp_cu = uniform_bc * tmp_ct;\n\t\t\t float tmp_cw
= attributes.crumble ? tmp_cu : (float)0;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_h, FieldTransform_h,
tmp_cw, Drag_h, frequency_h, asint(octaves_h), roughness_h, (float)2, uniform_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t
float tmp_cq = tmp_cp[0];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float
tmp_cs = tmp_cp[2];\n\t\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_ct);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t\t
float tmp_cq = tmp_cp[0];\n\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t float
tmp_cs = tmp_cp[2];\n\t\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_ct);\n\t\t\t}\n\t\t\t{\n\t\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t\t
float tmp_cq = tmp_cp[1];\n\t\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t\t
float tmp_cs = tmp_cr[2];\n\t\t\t float tmp_ct = tmp_cq * tmp_cs;\n\t\t\t
float tmp_cu = tmp_cp[2];\n\t\t\t float tmp_cv = tmp_cr[1];\n\t\t\t float
tmp_cw = tmp_cu * tmp_cv;\n\t\t\t float tmp_cx = tmp_ct - tmp_cw;\n\t\t\t
float tmp_cy = tmp_cr[0];\n\t\t\t float tmp_cz = tmp_cu * tmp_cy;\n\t\t\t
float tmp_da = tmp_cp[0];\n\t\t\t float tmp_db = tmp_da * tmp_cs;\n\t\t\t
float tmp_dc = tmp_cz - tmp_db;\n\t\t\t float tmp_dd = tmp_da * tmp_cv;\n\t\t\t
float tmp_de = tmp_cq * tmp_cy;\n\t\t\t float tmp_df = tmp_dd - tmp_de;\n\t\t\t
float3 tmp_dg = float3(tmp_cx, tmp_dc, tmp_df);\n\t\t\t float tmp_dh = tmp_cr[3];\n\t\t\t
float3 tmp_di = float3(tmp_dh, tmp_dh, tmp_dh);\n\t\t\t float3 tmp_dj =
tmp_dg * tmp_di;\n\t\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ,
tmp_dj);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position, attributes.velocity,
uniform_a);\n\t\t\tAngularEulerIntegration( /*inout */attributes.angleX, attributes.angularVelocityX,
/*inout */attributes.angleY, attributes.angularVelocityY, /*inout */attributes.angleZ,
attributes.angularVelocityZ, uniform_a);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x1900) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5143) << 2,asuint(attributes.shockwaveMask));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x1903) << 2,asuint(attributes.shockwave));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5144) << 2,uint(attributes.collapseStarted));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x1904) << 2,uint(attributes.crumble));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x5140) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5145) << 2,asuint(attributes.angularVelocityX));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5146) << 2,asuint(attributes.angularVelocityY));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x5147) << 2,asuint(attributes.angularVelocityZ));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x8340) << 2,asuint(attributes.axisX));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x8344) << 2,asuint(attributes.axisY));\n\t\t\t\tattributeBuffer.Store3((index
* 0xC + 0x8348) << 2,asuint(attributes.axisZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x1905) << 2,asuint(attributes.angleX));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x1906) << 2,asuint(attributes.angleY));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x1907) << 2,asuint(attributes.angleZ));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n#if
USE_DEAD_LIST && !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.uv
= asfloat(attributeBuffer.Load2((index * 0x4 + 0x0) << 2));\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x1900) << 2));\n\t\tattributes.shockwaveMask
= asfloat(attributeBuffer.Load((index * 0x8 + 0x5143) << 2));\n\t\tattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\n\t\tattributes.collapseStarted
= (attributeBuffer.Load((index * 0x8 + 0x5144) << 2));\n\t\tattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x5140) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.angularVelocityX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x5145) << 2));\n\t\tattributes.angularVelocityY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x5146) << 2));\n\t\tattributes.angularVelocityZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x5147) << 2));\n\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8340) << 2));\n\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8344) << 2));\n\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0xC + 0x8348) << 2));\n\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x4 + 0x2) << 2));\n\t\tattributes.angleX = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1905) << 2));\n\t\tattributes.angleY = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1906) << 2));\n\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x8 + 0x1907) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_c),attributes.uv,(float)0);\n\t\t
float tmp_cq = tmp_cp[0];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t float
tmp_cs = tmp_cp[2];\n\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t
float3 tmp_cu = attributes.position - tmp_ct;\n\t\t float3 tmp_cv = tmp_cu
* tmp_cu;\n\t\t float tmp_cw = tmp_cv[2];\n\t\t float tmp_cx = tmp_cv[1];\n\t\t
float tmp_cy = tmp_cw + tmp_cx;\n\t\t float tmp_cz = tmp_cv[0];\n\t\t
float tmp_da = tmp_cy + tmp_cz;\n\t\t float tmp_dc = pow(tmp_da, (float)0.5);\n\t\t
float tmp_dd = max(tmp_dc, uniform_d);\n\t\t float tmp_de = min(tmp_dd,
uniform_e);\n\t\t float tmp_df = tmp_de - uniform_d;\n\t\t float tmp_dg
= tmp_df / uniform_f;\n\t\t float tmp_dh = tmp_dg * uniform_g;\n\t\t
float tmp_di = uniform_b + tmp_dh;\n\t\t float tmp_dj = uniform_a * tmp_di;\n\t\t
float tmp_dk = tmp_dj * uniform_h;\n\t\t uint tmp_dm = attributes.particleId
^ asuint(uniform_k);\n\t\t float tmp_dn = FixedRand(tmp_dm);\n\t\t float
tmp_do = tmp_dn * uniform_l;\n\t\t float tmp_dp = uniform_j + tmp_do;\n\t\t
float tmp_dq = attributes.uv[0];\n\t\t float tmp_dr = uniform_m + tmp_dq;\n\t\t
float tmp_ds = attributes.uv[1];\n\t\t float tmp_dt = uniform_n + tmp_ds;\n\t\t
float2 tmp_du = float2(tmp_dr, tmp_dt);\n\t\t float3 tmp_dw = GeneratePerlinNoise(tmp_du,
uniform_o.x, (int)2, uniform_o.y, uniform_o.z);\n\t\t float tmp_dx = tmp_dw[0];\n\t\t
float tmp_dz = tmp_dx - (float)-1;\n\t\t float tmp_eb = tmp_dz / (float)2;\n\t\t
float tmp_ec = max(tmp_eb, uniform_p);\n\t\t float tmp_ed = min(tmp_ec,
uniform_q);\n\t\t float tmp_ee = tmp_ed - uniform_p;\n\t\t float tmp_ef
= tmp_ee / uniform_r;\n\t\t float tmp_eg = tmp_dn * uniform_t;\n\t\t
float tmp_eh = uniform_s + tmp_eg;\n\t\t float tmp_ei = tmp_eh - tmp_dp;\n\t\t
float tmp_ej = tmp_ef * tmp_ei;\n\t\t float tmp_ek = tmp_dp + tmp_ej;\n\t\t
float tmp_el = tmp_ek - (float)1;\n\t\t float tmp_em = uniform_i * tmp_el;\n\t\t
float tmp_en = (float)1 + tmp_em;\n\t\t float tmp_eo = tmp_dk * tmp_en;\n\t\t
float tmp_ep = saturate(tmp_eo);\n\t\t float3 tmp_eq = float3(tmp_ep, tmp_ep,
tmp_ep);\n\t\t float3 tmp_er = tmp_ct - attributes.position;\n\t\t float3
tmp_es = tmp_eq * tmp_er;\n\t\t float3 tmp_et = attributes.position + tmp_es;\n\t\t
float3 tmp_eu = attributes.crumble ? attributes.position : tmp_et;\n\t\t
SetAttribute_CAC29747( /*inout */attributes.position, tmp_eu);\n\t\t}\n\t\t{\n\t\t
float3 tmp_co = attributes.position - uniform_u;\n\t\t float3 tmp_cp = tmp_co
* tmp_co;\n\t\t float tmp_cq = tmp_cp[2];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t
float tmp_cs = tmp_cq + tmp_cr;\n\t\t float tmp_ct = tmp_cp[0];\n\t\t
float tmp_cu = tmp_cs + tmp_ct;\n\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t
float tmp_cy = max(tmp_cw, (float)0.99000001);\n\t\t float tmp_da = min(tmp_cy,
(float)84);\n\t\t float tmp_db = tmp_da - (float)0.99000001;\n\t\t float
tmp_dd = tmp_db / (float)83.0100021;\n\t\t float tmp_df = tmp_dd * (float)100;\n\t\t
SetCustomAttribute_20372A25( /*inout */attributes.shockwaveMask, tmp_df);\n\t\t}\n\t\t{\n\t\t
float3 tmp_co = attributes.position - uniform_u;\n\t\t float3 tmp_cp = tmp_co
* tmp_co;\n\t\t float tmp_cq = tmp_cp[2];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t
float tmp_cs = tmp_cq + tmp_cr;\n\t\t float tmp_ct = tmp_cp[0];\n\t\t
float tmp_cu = tmp_cs + tmp_ct;\n\t\t float tmp_cw = pow(tmp_cu, (float)0.5);\n\t\t
float tmp_cy = max(tmp_cw, (float)0.99000001);\n\t\t float tmp_da = min(tmp_cy,
(float)84);\n\t\t float tmp_db = tmp_da - (float)0.99000001;\n\t\t float
tmp_dd = tmp_db / (float)83.0100021;\n\t\t float tmp_df = tmp_dd * (float)100;\n\t\t
bool tmp_dg = !attributes.collapseStarted;\n\t\t float tmp_di = tmp_dg ?
uniform_w : (float)1;\n\t\t float tmp_dk = max(tmp_di, (float)0);\n\t\t
float tmp_dl = min(tmp_dk, (float)1);\n\t\t float tmp_dn = tmp_dl * (float)60;\n\t\t
float tmp_do = tmp_dn + (float)1;\n\t\t bool tmp_dp = tmp_df < tmp_do;\n\t\t
float tmp_dq = tmp_dn - (float)1;\n\t\t bool tmp_dr = tmp_df > tmp_dq;\n\t\t
bool tmp_ds = tmp_dp && tmp_dr;\n\t\t float tmp_du = attributes.shockwave
+ (float)0.25;\n\t\t float tmp_dw = attributes.shockwave - (float)0.0250000004;\n\t\t
float tmp_dx = tmp_ds ? tmp_du : tmp_dw;\n\t\t float tmp_dy = max(tmp_dx,
(float)0);\n\t\t float tmp_dz = min(tmp_dy, (float)1);\n\t\t float tmp_ea
= (bool)asuint(uniform_v) ? tmp_dz : (float)0;\n\t\t SetCustomAttribute_89FC86F5(
/*inout */attributes.shockwave, tmp_ea);\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_co = !attributes.collapseStarted;\n\t\t float tmp_cq = tmp_co ?
uniform_x : (float)1;\n\t\t float tmp_cs = max(tmp_cq, (float)0);\n\t\t
float tmp_ct = min(tmp_cs, (float)1);\n\t\t float tmp_cv = tmp_ct * (float)60;\n\t\t
bool tmp_cw = tmp_cv > attributes.shockwaveMask;\n\t\t float tmp_cx = tmp_co
? uniform_y : (float)1;\n\t\t float tmp_cz = max(attributes.shockwaveMask,
(float)0);\n\t\t float tmp_db = min(tmp_cz, (float)100);\n\t\t float
tmp_dc = tmp_db / (float)100;\n\t\t float tmp_de = tmp_dc * (float)-0.5;\n\t\t
float tmp_df = (float)0.5 + tmp_de;\n\t\t float tmp_dg = tmp_cx + tmp_df;\n\t\t
float tmp_dh = max(tmp_dg, (float)0);\n\t\t float tmp_di = min(tmp_dh, (float)1);\n\t\t
float3 tmp_dm = 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_dn = tmp_dm[0];\n\t\t
float tmp_dp = tmp_dn - (float)-1;\n\t\t float tmp_dr = tmp_dp / (float)2;\n\t\t
float tmp_dt = tmp_dr * (float)5;\n\t\t float tmp_du = (float)-2 + tmp_dt;\n\t\t
float tmp_dv = max(tmp_du, (float)0);\n\t\t float tmp_dw = min(tmp_dv, (float)1);\n\t\t
float tmp_dx = (float)1 - tmp_di;\n\t\t float tmp_dy = tmp_dw * tmp_dx;\n\t\t
float tmp_dz = tmp_di + tmp_dy;\n\t\t float tmp_ea = max(tmp_dz, (float)0);\n\t\t
float tmp_eb = min(tmp_ea, (float)1);\n\t\t float tmp_ec = tmp_cw ? tmp_eb
: (float)0;\n\t\t float tmp_ee = tmp_ec - (float)0.800000012;\n\t\t float
tmp_ef = ceil(tmp_ee);\n\t\t float tmp_eg = saturate(tmp_ef);\n\t\t bool
tmp_eh = tmp_eg > (float)0.800000012;\n\t\t bool tmp_ej = tmp_eh ? (bool)true
: attributes.crumble;\n\t\t SetCustomAttribute_43E96CEE( /*inout */attributes.crumble,
tmp_ej);\n\t\t}\n\t\t{\n\t\t uint tmp_co = attributes.particleId ^ asuint(uniform_k);\n\t\t
float tmp_cp = FixedRand(tmp_co);\n\t\t float3 tmp_cq = float3(tmp_cp, tmp_cp,
tmp_cp);\n\t\t float3 tmp_cr = tmp_cq * uniform_ba;\n\t\t float3 tmp_cs
= uniform_z + tmp_cr;\n\t\t float3 tmp_cu = attributes.crumble ? tmp_cs
: float3(0, 0, 0);\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_cu, (float)1, uniform_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_co = float3(attributes.angularVelocityX,
attributes.angularVelocityY, attributes.angularVelocityZ);\n\t\t float3
tmp_cp = attributes.crumble ? uniform_bb : tmp_co;\n\t\t SetAttribute_FA9588B7(
/*inout */attributes.angularVelocityX, /*inout */attributes.angularVelocityY,
/*inout */attributes.angularVelocityZ, tmp_cp);\n\t\t}\n\t\t{\n\t\t uint
tmp_cp = attributes.particleId ^ asuint(uniform_k);\n\t\t float tmp_cq =
FixedRand(tmp_cp);\n\t\t float tmp_cs = tmp_cq * (float)0.299999952;\n\t\t
float tmp_ct = (float)0.850000024 + tmp_cs;\n\t\t float tmp_cu = uniform_bc
* tmp_ct;\n\t\t float tmp_cw = attributes.crumble ? tmp_cu : (float)0;\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_h, FieldTransform_h, tmp_cw, Drag_h, frequency_h, asint(octaves_h),
roughness_h, (float)2, uniform_a);\n\t\t}\n\t\t{\n\t\t float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t
float tmp_cq = tmp_cp[0];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t float
tmp_cs = tmp_cp[2];\n\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t
SetAttribute_37D0764D( /*inout */attributes.axisX, tmp_ct);\n\t\t}\n\t\t{\n\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t
float tmp_cq = tmp_cp[0];\n\t\t float tmp_cr = tmp_cp[1];\n\t\t float
tmp_cs = tmp_cp[2];\n\t\t float3 tmp_ct = float3(tmp_cq, tmp_cr, tmp_cs);\n\t\t
SetAttribute_6F3308BC( /*inout */attributes.axisY, tmp_ct);\n\t\t}\n\t\t{\n\t\t
float4 tmp_cp = SampleTexture(VFX_SAMPLER(texture_be),attributes.uv,(float)0);\n\t\t
float tmp_cq = tmp_cp[1];\n\t\t float4 tmp_cr = SampleTexture(VFX_SAMPLER(texture_bd),attributes.uv,(float)0);\n\t\t
float tmp_cs = tmp_cr[2];\n\t\t float tmp_ct = tmp_cq * tmp_cs;\n\t\t
float tmp_cu = tmp_cp[2];\n\t\t float tmp_cv = tmp_cr[1];\n\t\t float
tmp_cw = tmp_cu * tmp_cv;\n\t\t float tmp_cx = tmp_ct - tmp_cw;\n\t\t
float tmp_cy = tmp_cr[0];\n\t\t float tmp_cz = tmp_cu * tmp_cy;\n\t\t
float tmp_da = tmp_cp[0];\n\t\t float tmp_db = tmp_da * tmp_cs;\n\t\t
float tmp_dc = tmp_cz - tmp_db;\n\t\t float tmp_dd = tmp_da * tmp_cv;\n\t\t
float tmp_de = tmp_cq * tmp_cy;\n\t\t float tmp_df = tmp_dd - tmp_de;\n\t\t
float3 tmp_dg = float3(tmp_cx, tmp_dc, tmp_df);\n\t\t float tmp_dh = tmp_cr[3];\n\t\t
float3 tmp_di = float3(tmp_dh, tmp_dh, tmp_dh);\n\t\t float3 tmp_dj = tmp_dg
* tmp_di;\n\t\t SetAttribute_C90B516B( /*inout */attributes.axisZ, tmp_dj);\n\t\t}\n\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, uniform_a);\n\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,
attributes.angularVelocityY, /*inout */attributes.angleZ, attributes.angularVelocityZ,
uniform_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x8 + 0x1900) <<
2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x5143)
<< 2,asuint(attributes.shockwaveMask));\n\t\tattributeBuffer.Store((index *
0x8 + 0x1903) << 2,asuint(attributes.shockwave));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x5144) << 2,uint(attributes.collapseStarted));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x1904) << 2,uint(attributes.crumble));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x5140) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x5145) << 2,asuint(attributes.angularVelocityX));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x5146) << 2,asuint(attributes.angularVelocityY));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x5147) << 2,asuint(attributes.angularVelocityZ));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x8340) << 2,asuint(attributes.axisX));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x8344) << 2,asuint(attributes.axisY));\n\t\tattributeBuffer.Store3((index
* 0xC + 0x8348) << 2,asuint(attributes.axisZ));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x1905) << 2,asuint(attributes.angleX));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x1906) << 2,asuint(attributes.angleY));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x1907) << 2,asuint(attributes.angleZ));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 1
name: '[System 1]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SPAWNINDEX_CURRENT 1\n#define
VFX_USE_SHOCKWAVEMASK_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define
VFX_USE_COLLAPSESTARTED_CURRENT 1\n#define VFX_USE_CRUMBLE_CURRENT 1\n#define
VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYX_CURRENT 1\n#define
VFX_USE_ANGULARVELOCITYY_CURRENT 1\n#define VFX_USE_ANGULARVELOCITYZ_CURRENT
1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define
VFX_USE_AXISZ_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_SIZE_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 float3 axisX;\n float3
axisY;\n float3 axisZ;\n uint particleId;\n float angleX;\n float
angleY;\n float angleZ;\n float pivotX;\n float pivotY;\n float
pivotZ;\n float size;\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.axisX = float3(1, 0, 0);\n attributes.axisY
= float3(0, 1, 0);\n attributes.axisZ = float3(0, 0, 1);\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.size = (float)0.100000001;\n \n\r\n#if
VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if
VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^
systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex
= id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n uint tmp_bh = attributes.spawnIndex
/ asuint(uniform_b);\n uint tmp_bi = tmp_bh * asuint(uniform_b);\n
uint tmp_bj = attributes.spawnIndex - tmp_bi;\n float tmp_bk = (float)tmp_bj;\n
float tmp_bl = (float)tmp_bh;\n float3 tmp_bn = float3(tmp_bk, tmp_bl,
(float)0);\n float4 tmp_bo = LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bn);\n
float tmp_bp = tmp_bo[0];\n float tmp_bq = tmp_bo[1];\n
float2 tmp_br = float2(tmp_bp, tmp_bq);\n SetCustomAttribute_7A428F3A(
/*inout */attributes.uv, tmp_br);\n }\n {\n uint tmp_bh
= attributes.spawnIndex / asuint(uniform_b);\n uint tmp_bi = tmp_bh
* asuint(uniform_b);\n uint tmp_bj = attributes.spawnIndex - tmp_bi;\n
float tmp_bk = (float)tmp_bj;\n float tmp_bl = (float)tmp_bh;\n
float3 tmp_bn = float3(tmp_bk, tmp_bl, (float)0);\n float4 tmp_bo
= LoadTexture(VFX_SAMPLER(texture_a),(int3)tmp_bn);\n float tmp_bp
= tmp_bo[0];\n float tmp_bq = tmp_bo[1];\n float2 tmp_br
= float2(tmp_bp, tmp_bq);\n float4 tmp_bs = SampleTexture(VFX_SAMPLER(texture_d),tmp_br,(float)0);\n
float tmp_bt = tmp_bs[0];\n float tmp_bu = tmp_bs[1];\n
float tmp_bv = tmp_bs[2];\n float3 tmp_bw = float3(tmp_bt, tmp_bu,
tmp_bv);\n float3 tmp_bx = mul(uniform_c, float4(tmp_bw, 1.0)).xyz;\n
SetAttribute_CAC29747( /*inout */attributes.position, tmp_bx);\n }\n
{\n SetAttribute_ED2BDC15( /*inout */attributes.alive, (bool)true);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store2((index * 0x4 + 0x0) << 2,asuint(attributes.uv));\n
attributeBuffer.Store3((index * 0x8 + 0x1900) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x1 + 0x4B00) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x8 + 0x5143) << 2,asuint(attributes.shockwaveMask));\n
attributeBuffer.Store((index * 0x8 + 0x1903) << 2,asuint(attributes.shockwave));\n
attributeBuffer.Store((index * 0x8 + 0x5144) << 2,uint(attributes.collapseStarted));\n
attributeBuffer.Store((index * 0x8 + 0x1904) << 2,uint(attributes.crumble));\n
attributeBuffer.Store3((index * 0x8 + 0x5140) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x8 + 0x5145) << 2,asuint(attributes.angularVelocityX));\n
attributeBuffer.Store((index * 0x8 + 0x5146) << 2,asuint(attributes.angularVelocityY));\n
attributeBuffer.Store((index * 0x8 + 0x5147) << 2,asuint(attributes.angularVelocityZ));\n
attributeBuffer.Store3((index * 0xC + 0x8340) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0xC + 0x8344) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0xC + 0x8348) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0x4 + 0x2) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x8 + 0x1905) << 2,asuint(attributes.angleX));\n
attributeBuffer.Store((index * 0x8 + 0x1906) << 2,asuint(attributes.angleY));\n
attributeBuffer.Store((index * 0x8 + 0x1907) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store((index * 0x4 + 0xCE40) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0x4 + 0xCE41) << 2,asuint(attributes.pivotY));\n
attributeBuffer.Store((index * 0x4 + 0xCE42) << 2,asuint(attributes.pivotZ));\n
attributeBuffer.Store((index * 0x4 + 0xCE43) << 2,asuint(attributes.size));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]MotionVector'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_UV_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_SHOCKWAVE_CURRENT 1\n#define
VFX_USE_CRUMBLE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT
1\n#define VFX_USE_AXISZ_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_SIZE_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_MALE_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_e;\n float4 uniform_f;\n float4
uniform_y;\n float4 uniform_z;\n float3 uniform_q;\n float uniform_a;\n
float3 uniform_ba;\n float uniform_b;\n float uniform_g;\n float uniform_h;\n
float uniform_i;\n float uniform_j;\n float uniform_k;\n float uniform_l;\n
float uniform_m;\n float uniform_n;\n float uniform_o;\n float uniform_p;\n
float uniform_r;\n float uniform_s;\n float uniform_t;\n float uniform_u;\n
float uniform_v;\n float uniform_w;\n float uniform_x;\n float currentFrameIndex;\n
uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float2 uv;\n
float3 position;\n bool alive;\n float shockwave;\n bool crumble;\n
float3 axisX;\n float3 axisY;\n float3 axisZ;\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 size;\n float
scaleX;\n float scaleY;\n float scaleZ;\n float Male;\n};\n\nstruct
SourceAttributes\n{\n};\n\nTexture2D texture_d;\nSamplerState samplertexture_d;\nfloat4
texture_d_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_3278B22F(inout
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n{\n size = Size;\n}\nvoid SetAttribute_65DEC940(inout
float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX
= Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x1 + 0x4B00) << 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 + 0x1900) << 2));\nattributes.shockwave
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1903) << 2));\nattributes.crumble
= (attributeBuffer.Load((index * 0x8 + 0x1904) << 2));\nattributes.axisX =
asfloat(attributeBuffer.Load3((index * 0xC + 0x8340) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8344) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0xC + 0x8348) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x4 + 0x2) << 2));\nattributes.alpha = (float)1;\nattributes.angleX
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1905) << 2));\nattributes.angleY
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1906) << 2));\nattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x8 + 0x1907) << 2));\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE40) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE41) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE42) << 2));\nattributes.size
= asfloat(attributeBuffer.Load((index * 0x4 + 0xCE43) << 2));\nattributes.scaleX
= (float)1;\nattributes.scaleY = (float)1;\nattributes.scaleZ = (float)1;\nattributes.Male
= (float)0;\n\n\r\n\t\t\t{\n\t\t\t float tmp_ci = (float)0.0350000001 *
uniform_a;\n\t\t\t SetAttribute_3278B22F( /*inout */attributes.size, tmp_ci);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_ci = attributes.size * (float)30;\n\t\t\t SetAttribute_3278B22F(
/*inout */attributes.size, tmp_ci);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_ch
= float3(attributes.pivotX, attributes.pivotY, attributes.pivotZ);\n\t\t\t
float3 tmp_ci = float3(attributes.shockwave, attributes.shockwave, attributes.shockwave);\n\t\t\t
float3 tmp_ck = tmp_ch + float3(0.400000006, 0, 0);\n\t\t\t float3 tmp_cl
= tmp_ck - tmp_ch;\n\t\t\t float3 tmp_cm = tmp_ci * tmp_cl;\n\t\t\t float3
tmp_cn = tmp_ch + tmp_cm;\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, tmp_cn);\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"
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