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Updated samples to 2019.1.11f1 / 5.16.1-preview + Small Fixes

/main
Thomas ICHÉ 5 年前
当前提交
2dc09470
共有 28 个文件被更改,包括 1152 次插入1114 次删除
  1. 6
      Assets/HDRP/HDRenderPipelineAsset.asset
  2. 2
      Assets/Samples/ARRadar/ARRadar.unity
  3. 863
      Assets/Samples/ARRadar/ARRadar.vfx
  4. 2
      Assets/Samples/Butterflies/Butterflies.unity
  5. 287
      Assets/Samples/Butterflies/Butterflies.vfx
  6. 10
      Assets/Samples/GenieMagicLamp/VFX/GenieFX.vfx
  7. 26
      Assets/Samples/GenieMagicLamp/VFX/SandFX.vfx
  8. 13
      Assets/Samples/GrassWind/Environment_GrassWind.vfx
  9. 393
      Assets/Samples/GrassWind/Grass.vfx
  10. 28
      Assets/Samples/GrassWind/GrassWind.unity
  11. 7
      Assets/Samples/MorphingFace/MorphingFace.vfx
  12. 2
      Assets/Samples/Portal/Portal.vfx
  13. 2
      Assets/Samples/UnityLogo/UnityLogo.vfx
  14. 342
      Assets/Samples/Volumetric/Volumetric.vfx
  15. 2
      Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.unity
  16. 209
      Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.vfx
  17. 12
      Packages/manifest.json
  18. 1
      ProjectSettings/GraphicsSettings.asset
  19. 3
      ProjectSettings/ProjectSettings.asset
  20. 4
      ProjectSettings/ProjectVersion.txt
  21. 11
      ProjectSettings/Packages/com.unity.probuilder/Settings.json
  22. 26
      Assets/Samples/Butterflies/ButterflyWing-DiffusionProfile.asset
  23. 8
      Assets/Samples/Butterflies/ButterflyWing-DiffusionProfile.asset.meta
  24. 7
      ProjectSettings/Packages/com.unity.settings-manager/Settings.json
  25. 0
      /ProjectSettings/Packages/com.unity.probuilder/Settings.json

6
Assets/HDRP/HDRenderPipelineAsset.asset


supportTransparentBackface: 1
supportTransparentDepthPrepass: 1
supportTransparentDepthPostpass: 1
supportLowResTransparent: 1
colorBufferFormat: 74
supportedLitShaderMode: 3
supportDecals: 0

upsampleFilter: 1
forceResolution: 0
forcedPercentage: 100
lowresTransparentSettings:
enabled: 1
checkerboardDepthBuffer: 1
upsampleType: 1
allowShaderVariantStripping: 1
enableSRPBatcher: 0
shaderVariantLogLevel: 0

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- {fileID: 11400000, guid: d70a4a3f7cca7914299c768fe225c1a6, type: 2}
- {fileID: 11400000, guid: fa0bd868de6beb242b58530817c2fa99, type: 2}
- {fileID: 11400000, guid: a6e49c92568d36640bf75bae8006ad8f, type: 2}
m_Version: 5
m_ObsoleteFrameSettings:
overrides: 0

2
Assets/Samples/ARRadar/ARRadar.unity


m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.014250345, g: 0.01703964, b: 0.024201669, a: 1}
m_IndirectSpecularColor: {r: 0.014275231, g: 0.017067093, b: 0.02424396, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:

863
Assets/Samples/ARRadar/ARRadar.vfx
文件差异内容过多而无法显示
查看文件

2
Assets/Samples/Butterflies/Butterflies.unity


m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.10636203, g: 0.068219624, b: 0.011732047, a: 1}
m_IndirectSpecularColor: {r: 0.10654913, g: 0.068333946, b: 0.01175242, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:

287
Assets/Samples/Butterflies/Butterflies.vfx


+ 0x3) << 2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]Body'
source: "Shader \"Hidden/VFX/System 1/Body\"\n{\n\tSubShader\n\t{\t\n\t\tCull
name: '[System 1]C Body'
source: "Shader \"Hidden/VFX/System 1/(C) Body\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\"
}\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if

= VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\n\t\t\t\to.color.a
= saturate(o.color.a);\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 0
name: '[System 1]Left Wing'
source: "Shader \"Hidden/VFX/System 1/Left Wing\"\n{\n\tSubShader\n\t{\t\n\t\tCull
name: '[System 1]A Left Wing'
source: "Shader \"Hidden/VFX/System 1/(A) Left Wing\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\"
\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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_UV uv\n\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t\t\t\n\t\t\t#if
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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include

*= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n"
- compute: 0
name: '[System 1]Right Wing'
source: "Shader \"Hidden/VFX/System 1/Right Wing\"\n{\n\tSubShader\n\t{\t\n\t\tCull
name: '[System 1]B Right Wing'
source: "Shader \"Hidden/VFX/System 1/(B) Right Wing\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\"
\"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest
LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1076631242;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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_UV uv\n\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t\t\t\n\t\t\t#if
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
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Assets/Samples/GenieMagicLamp/VFX/GenieFX.vfx


+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n
= (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n
\ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n
\ float size = (float)0.1;\n float scaleX = (float)1;\n float
scaleY = (float)1;\n float age = (float)0;\n bool alive = (bool)true;\n

+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n
= (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n
\ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n
\ float size = (float)0.1;\n float alpha = (float)1;\n float
texIndex = (float)0;\n float age = (float)0;\n uint particleId

on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n
\ float lifetime = (float)0;\n uint seed = (uint)0;\n float3
\ float lifetime = (float)1;\n uint seed = (uint)0;\n float3
position = float3(0,0,0);\n float size = (float)0.1;\n float scaleX
= (float)1;\n float scaleY = (float)1;\n float alpha = (float)1;\n
\ float texIndex = (float)0;\n float age = (float)0;\n float3

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_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#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t\t\t\n\t\t\t#if
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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include

+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n float lifetime = (float)0;\n uint seed = (uint)0;\n
= float3(0,0,0);\n float lifetime = (float)1;\n uint seed = (uint)0;\n
\ float size = (float)0.1;\n float scaleX = (float)1;\n float
scaleY = (float)1;\n float pivotY = (float)0;\n float angleZ =
(float)0;\n float3 targetPosition = float3(0,0,0);\n float texIndex

26
Assets/Samples/GenieMagicLamp/VFX/SandFX.vfx


\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n uint particleId = (uint)0;\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
= (float)1;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
\ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n
\ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if
VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if

/ size;\n\t\t\t}\n\t\t\tvoid ScreenSpaceSize_18C(float3 position, float size,
inout float scaleX, inout float scaleY, inout float scaleZ, float2 ReferenceResolution,
float PixelSize) /*sizeMode:PixelRelativeToResolution sizeZMode:SameAsSizeX
*/\n\t\t\t{\n\t\t\t \n\t\t\t float2 localSize = (size * float2(scaleX,scaleY));\n\t\t\t
\ float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float
minSize = clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 scale = float2(PixelSize,
PixelSize) * (_ScreenParams.xy/ReferenceResolution);\n\t\t\t localSize =
minSize * scale;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\n\t\t\t scaleZ = localSize.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\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\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
\ float2 newScale = (float2(PixelSize, PixelSize) * (_ScreenParams.xy/ReferenceResolution)
* clipPosW) / (size * 0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y));\n\t\t\t scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t
\ scaleZ = scaleX;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\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\treturn o; // cull\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\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1F400) << 2));\n\t\t\t\t\t\tfloat

\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n uint particleId = (uint)0;\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
= (float)1;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
\ float size = (float)0.1;\n bool alive = (bool)true;\n float
texIndex = (float)0;\n float3 velocity = float3(0,0,0);\n float
age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId

13
Assets/Samples/GrassWind/Environment_GrassWind.vfx


serializedVersion: 2
x: -49
y: -190
width: 1150
height: 1916
width: 1142
height: 1888
--- !u!114 &114350483966674976
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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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1080650646;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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393
Assets/Samples/GrassWind/Grass.vfx


collapsed: 0
uiBounds:
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width: 6320
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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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
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\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
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posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
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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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
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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_UV uv\n\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t\t\t\n\t\t\t#if
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
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Assets/Samples/GrassWind/GrassWind.unity


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7
Assets/Samples/MorphingFace/MorphingFace.vfx


VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t#endif\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define
VFX_VARYING_FACEID faceID\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define
SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
SHADERPASS SHADERPASS_SHADOWS\n\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
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale)
/*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t

2
Assets/Samples/Portal/Portal.vfx


\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n
\ float3 color = float3(1,1,1);\n float3 velocity = float3(0,0,0);\n
\ float mass = (float)1;\n float lifetime = (float)0;\n uint
\ float mass = (float)1;\n float lifetime = (float)1;\n uint
particleId = (uint)0;\n float age = (float)0;\n bool alive = (bool)true;\n
\ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n

2
Assets/Samples/UnityLogo/UnityLogo.vfx


+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
= (float)1;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
\ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n
\ uint particleId = (uint)0;\n float3 velocity = float3(0,0,0);\n
\ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if

342
Assets/Samples/Volumetric/Volumetric.vfx


x: -898
y: 232
width: 2558
height: 2090
height: 2092
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MonoBehaviour:
m_ObjectHideFlags: 1

\ }\n }\n */\n \n\n#endif\n float size
= (float)0.1;\n float3 position = float3(0,0,0);\n uint seed =
(uint)0;\n float3 direction = float3(0,0,1);\n float lifetime
= (float)0;\n float texIndex = (float)0;\n uint particleId = (uint)0;\n
= (float)1;\n float texIndex = (float)0;\n uint particleId = (uint)0;\n
\ float3 velocity = float3(0,0,0);\n float age = (float)0;\n bool
alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
= particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex

* 0x8 + 0x30D84) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x30D83) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_bf = SampleCurve(uniform_b,age);\n\t\t\t
\ float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t float tmp_bj = min(tmp_bh,
(float)1);\n\t\t\t float3 tmp_bl = float3((float)0.5, tmp_bj, (float)2);\n\t\t\t
\ float3 tmp_bn = GeneratePerlinCurlNoise(position, tmp_bl.x, (int)3, tmp_bl.y,
tmp_bl.z);\n\t\t\t float tmp_bo = SampleCurve(uniform_c,age);\n\t\t\t float3
tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t float3 tmp_bq = tmp_bn *
tmp_bp;\n\t\t\t float3 tmp_br = uniform_d - position;\n\t\t\t float3 tmp_bs
= tmp_br * tmp_br;\n\t\t\t float tmp_bt = tmp_bs[2];\n\t\t\t float tmp_bu
= tmp_bs[1];\n\t\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t\t float tmp_bw
= tmp_bs[0];\n\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t float tmp_by
= pow(tmp_bx, (float)0.5);\n\t\t\t float tmp_bz = (float)1 / tmp_by;\n\t\t\t
\ float3 tmp_ca = float3(tmp_bz, tmp_bz, tmp_bz);\n\t\t\t float3 tmp_cb
= tmp_br * tmp_ca;\n\t\t\t float3 tmp_cc = tmp_cb * uniform_e;\n\t\t\t float3
tmp_cd = tmp_bq + tmp_cc;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_cd,
(float)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
\ float tmp_bg = saturate(tmp_bf);\n\t\t\t float3 tmp_bi = float3((float)0.5,
tmp_bg, (float)2);\n\t\t\t float3 tmp_bk = GeneratePerlinCurlNoise(position,
tmp_bi.x, (int)3, tmp_bi.y, tmp_bi.z);\n\t\t\t float tmp_bl = SampleCurve(uniform_c,age);\n\t\t\t
\ float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t\t float3 tmp_bn
= tmp_bk * tmp_bm;\n\t\t\t float3 tmp_bo = uniform_d - position;\n\t\t\t
\ float3 tmp_bq = tmp_bo * tmp_bo;\n\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t
\ float tmp_bs = tmp_bq[1];\n\t\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t\t
\ float tmp_bu = tmp_bq[0];\n\t\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t\t
\ float tmp_bw = pow(tmp_bv, (float)0.5);\n\t\t\t float tmp_bx = (float)1
/ tmp_bw;\n\t\t\t float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t\t
\ float3 tmp_bz = tmp_bo * tmp_by;\n\t\t\t float3 tmp_ca = tmp_bz * uniform_e;\n\t\t\t
\ float3 tmp_cb = tmp_bn + tmp_ca;\n\t\t\t Force_1( /*inout */velocity,
mass, tmp_cb, (float)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout
*/position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D80) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D84) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index

* 0x8 + 0x30D83) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x30D87) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
= position;\n#endif\n\t\t\n\t\t{\n\t\t float tmp_bf = SampleCurve(uniform_b,age);\n\t\t
\ float tmp_bh = max(tmp_bf, (float)0);\n\t\t float tmp_bj = min(tmp_bh,
(float)1);\n\t\t float3 tmp_bl = float3((float)0.5, tmp_bj, (float)2);\n\t\t
\ float3 tmp_bn = GeneratePerlinCurlNoise(position, tmp_bl.x, (int)3, tmp_bl.y,
tmp_bl.z);\n\t\t float tmp_bo = SampleCurve(uniform_c,age);\n\t\t float3
tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t float3 tmp_bq = tmp_bn * tmp_bp;\n\t\t
\ float3 tmp_br = uniform_d - position;\n\t\t float3 tmp_bs = tmp_br *
tmp_br;\n\t\t float tmp_bt = tmp_bs[2];\n\t\t float tmp_bu = tmp_bs[1];\n\t\t
\ float tmp_bv = tmp_bt + tmp_bu;\n\t\t float tmp_bw = tmp_bs[0];\n\t\t
\ float tmp_bx = tmp_bv + tmp_bw;\n\t\t float tmp_by = pow(tmp_bx, (float)0.5);\n\t\t
\ float tmp_bz = (float)1 / tmp_by;\n\t\t float3 tmp_ca = float3(tmp_bz,
tmp_bz, tmp_bz);\n\t\t float3 tmp_cb = tmp_br * tmp_ca;\n\t\t float3 tmp_cc
= tmp_cb * uniform_e;\n\t\t float3 tmp_cd = tmp_bq + tmp_cc;\n\t\t Force_1(
/*inout */velocity, mass, tmp_cd, (float)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x30D80) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x30D84) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 +
0x30D83) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D87)
<< 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
\ float tmp_bg = saturate(tmp_bf);\n\t\t float3 tmp_bi = float3((float)0.5,
tmp_bg, (float)2);\n\t\t float3 tmp_bk = GeneratePerlinCurlNoise(position,
tmp_bi.x, (int)3, tmp_bi.y, tmp_bi.z);\n\t\t float tmp_bl = SampleCurve(uniform_c,age);\n\t\t
\ float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t float3 tmp_bn =
tmp_bk * tmp_bm;\n\t\t float3 tmp_bo = uniform_d - position;\n\t\t float3
tmp_bq = tmp_bo * tmp_bo;\n\t\t float tmp_br = tmp_bq[2];\n\t\t float
tmp_bs = tmp_bq[1];\n\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t float
tmp_bu = tmp_bq[0];\n\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t float
tmp_bw = pow(tmp_bv, (float)0.5);\n\t\t float tmp_bx = (float)1 / tmp_bw;\n\t\t
\ float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t float3 tmp_bz =
tmp_bo * tmp_by;\n\t\t float3 tmp_ca = tmp_bz * uniform_e;\n\t\t float3
tmp_cb = tmp_bn + tmp_ca;\n\t\t Force_1( /*inout */velocity, mass, tmp_cb,
(float)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime,
\ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D80)
<< 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D84)
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D83) <<
2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D87) << 2,uint(alive));\n\t\t\n\n#if
VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]Lit Quad Output'
source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull

USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
// 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

USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if

= 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\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ float tmp_bd = age / lifetime;\n\t\t\t\t\t\t\t\t\t float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bh =
max(tmp_bf, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t thickness = tmp_bi;\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_THICKNESS
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bg =
saturate(tmp_bf);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t thickness =
tmp_bg;\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_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\tfloat
normalScale = (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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
// 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

USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if

= 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\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ float tmp_bd = age / lifetime;\n\t\t\t\t\t\t\t\t\t float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bh =
max(tmp_bf, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t thickness = tmp_bi;\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_THICKNESS
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bg =
saturate(tmp_bf);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t thickness =
tmp_bg;\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_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\tfloat
normalScale = (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

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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
// 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

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_UV uv\n\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t\t\t\n\t\t\t#if
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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include

USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\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\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\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\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if

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= flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX
= texIndex;\n\t\t\t\t#endif\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#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
\ float tmp_ba = max(Smoothness, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bc
= min(tmp_ba, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t smoothness
= tmp_bc;\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
\ float tmp_z = saturate(Smoothness);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
\ smoothness = tmp_z;\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
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VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
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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\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1078544746;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
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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

VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.y\n\t\t#endif\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define
VFX_VARYING_FACEID faceID\n\t\t\n\t\t\n\t\t\n\t\t// Needed for HDRP\n\t\t#define
SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
SHADERPASS SHADERPASS_SHADOWS\n\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
must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\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

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/ProjectSettings/ProBuilderSettings.json → /ProjectSettings/Packages/com.unity.probuilder/Settings.json

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