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- compute: 1
name: '[Flame]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_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\n\nstruct
Attributes\n{\n float lifetime;\n uint seed;\n float angleZ;\n
uint particleId;\n bool alive;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_F01429A3(inout float lifetime, inout uint seed, float A, float
B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
*/\n{\n lifetime = lerp(A,B,RAND);\n}\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.lifetime = (float)1;\n attributes.seed = (uint)0;\n
attributes.angleZ = (float)0;\n attributes.particleId = (uint)0;\n
attributes.alive = (bool)true;\n attributes.age = (float)0;\n
\n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if
VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^
systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex
= id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n SetAttribute_F01429A3(
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)2, (float)4);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store((index * 0x2 + 0x0) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x1 + 0x40) << 2,asuint(attributes.seed));\n
attributeBuffer.Store((index * 0x3 + 0x60) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store((index * 0x2 + 0x1) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x3 + 0x61) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x3 + 0x62) << 2,asuint(attributes.age));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[Flame]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_LIFETIME_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE
1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float uniform_c;\n float Blend_a;\n float deltaTime_b;\nCBUFFER_END\n\nstruct
Attributes\n{\n float lifetime;\n float angleZ;\n uint particleId;\n
bool alive;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_4C62800C(inout float angleZ, float Angle, float Blend) /*attribute:angle
Composition:Blend Source:Slot Random:Off channels:Z */\n{\n angleZ = lerp(angleZ,Angle.x,Blend);\n}\nvoid
Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float
age, float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive =
false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0x61) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x60) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\tattributes.age =
asfloat(attributeBuffer.Load((index * 0x3 + 0x62) << 2));\n\t\t\t\n\r\n\r\n//
Initialize built-in needed attributes\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
uint tmp_ba = attributes.particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bb
= FixedRand(tmp_ba);\n\t\t\t float tmp_bc = uniform_b + tmp_bb;\n\t\t\t
float2 tmp_bf = GeneratePerlinNoise(tmp_bc, float3(0.25, 0.5, 2).x, (int)3,
float3(0.25, 0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t\t float tmp_bg =
tmp_bf[0];\n\t\t\t float tmp_bi = tmp_bg - (float)-1;\n\t\t\t float tmp_bk
= tmp_bi / (float)2;\n\t\t\t float tmp_bl = tmp_bk * (float)10;\n\t\t\t
float tmp_bm = (float)10 + tmp_bl;\n\t\t\t SetAttribute_4C62800C( /*inout
*/attributes.angleZ, tmp_bm, Blend_a);\n\t\t\t}\n\t\t\tAge( /*inout */attributes.age,
deltaTime_b);\n\t\t\tReap(attributes.age, attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index * 0x3
+ 0x60) << 2,asuint(attributes.angleZ));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x62) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x61) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x60) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\tattributes.alive =
(attributeBuffer.Load((index * 0x3 + 0x61) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x62) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
uint tmp_ba = attributes.particleId ^ asuint(uniform_c);\n\t\t float tmp_bb
= FixedRand(tmp_ba);\n\t\t float tmp_bc = uniform_b + tmp_bb;\n\t\t float2
tmp_bf = GeneratePerlinNoise(tmp_bc, float3(0.25, 0.5, 2).x, (int)3, float3(0.25,
0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t float tmp_bg = tmp_bf[0];\n\t\t
float tmp_bi = tmp_bg - (float)-1;\n\t\t float tmp_bk = tmp_bi / (float)2;\n\t\t
float tmp_bl = tmp_bk * (float)10;\n\t\t float tmp_bm = (float)10 + tmp_bl;\n\t\t
SetAttribute_4C62800C( /*inout */attributes.angleZ, tmp_bm, Blend_a);\n\t\t}\n\t\tAge(
/*inout */attributes.age, deltaTime_b);\n\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store((index *
0x3 + 0x60) << 2,asuint(attributes.angleZ));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x61) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0x3 + 0x62) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[Flame]Output Particle Octagon'
source: "Shader \"Hidden/VFX/BonFire/Flame/Output Particle Octagon\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_SEED_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define
VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define
VFX_HAS_INDIRECT_DRAW 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define VFX_SHADERGRAPH
1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA
1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define VFX_PRIMITIVE_OCTAGON
1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Size_c;\n\t\t float3 ParticleColor;\n\t\t float Color_d;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float lifetime;\n\t\t uint seed;\n\t\t float
angleZ;\n\t\t uint particleId;\n\t\t float3 position;\n\t\t float3
color;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t
float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float
angleY;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t
float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t
float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232;\n\t\tSamplerState sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232;\n\t\tfloat4
_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize;\n\t\tTexture2D
_SampleTexture2D_4A9BDF8B_Texture_1;\n\t\tSamplerState sampler_SampleTexture2D_4A9BDF8B_Texture_1;\n\t\tfloat4
_SampleTexture2D_4A9BDF8B_Texture_1_TexelSize;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define
VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION
nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint> indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if
USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if
HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD
|| USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\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#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\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\tVFX_OPTIONAL_INTERPOLATION float3
builtInInterpolants : TEXCOORD1;\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 vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\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 :
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float2 DistortOffsetUV : NORMAL0;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float DeformExponent : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float DeformScale : NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float ParticleAlpha
: NORMAL3;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float2 FireSpeed : NORMAL4;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float2 BaseOffsetUV : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float Threshold : NORMAL6;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float Feather
: NORMAL7;\n\t\t\t \n\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_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
posWS\n\t\t\t#endif\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 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#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
Orient_189(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position) /*mode:FaceCameraPosition axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t
float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t
axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove
potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t
}\n\t\t\t else\n\t\t\t {\n\t\t\t axisZ = normalize(position -
GetViewVFXPosition());\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout float
size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age,
float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float4 value =
0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t
alpha = value.a;\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\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\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.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0x1 + 0x40) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x60) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0x61) << 2));\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\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.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0x62) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0x61) << 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.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x60) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x62) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_189(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position);\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151647( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, float2(1, 1.5));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_c);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, float3(0, -0.170000002,
1.59000003));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.405024409;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\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 float2 DistortOffsetUV__ = (float2)0;{\n\t\t\t float tmp_bc
= Rand(attributes.seed);\n\t\t\t float tmp_be = tmp_bc * (float)2;\n\t\t\t
float tmp_bf = (float)-1 + tmp_be;\n\t\t\t float tmp_bg = Rand(attributes.seed);\n\t\t\t
float tmp_bh = tmp_bg * (float)2;\n\t\t\t float tmp_bi = (float)-1 +
tmp_bh;\n\t\t\t float tmp_bj = Rand(attributes.seed);\n\t\t\t
float tmp_bk = tmp_bj * (float)2;\n\t\t\t float tmp_bl = (float)-1 +
tmp_bk;\n\t\t\t float3 tmp_bm = float3(tmp_bf, tmp_bi, tmp_bl);\n\t\t\t
float3 tmp_bo = max(tmp_bm, float3(-1, -1, -1));\n\t\t\t float3 tmp_bq
= min(tmp_bo, float3(1, 1, 1));\n\t\t\t float3 tmp_br = tmp_bq - float3(-1,
-1, -1);\n\t\t\t float3 tmp_bt = tmp_br / float3(2, 2, 2);\n\t\t\t
float3 tmp_bv = tmp_bt * float3(10, 10, 2);\n\t\t\t float3 tmp_bw =
float3(-5, -5, -1) + tmp_bv;\n\t\t\t float tmp_bx = tmp_bw[0];\n\t\t\t
float tmp_by = tmp_bw[1];\n\t\t\t float2 tmp_bz = float2(tmp_bx, tmp_by);\n\t\t\t
\n\t\t\t DistortOffsetUV__ = tmp_bz;\n\t\t\t }\n\t\t\t o.DistortOffsetUV
= DistortOffsetUV__;float DeformExponent__ = (float)0;{\n\t\t\t \n\t\t\t
DeformExponent__ = (float)3;\n\t\t\t }\n\t\t\t o.DeformExponent = DeformExponent__;float
DeformScale__ = (float)0;{\n\t\t\t \n\t\t\t DeformScale__ = (float)1.54999995;\n\t\t\t
}\n\t\t\t o.DeformScale = DeformScale__;float ParticleAlpha__ = (float)0;{\n\t\t\t
ParticleAlpha__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.ParticleAlpha
= ParticleAlpha__;float2 FireSpeed__ = (float2)0;{\n\t\t\t \n\t\t\t
FireSpeed__ = float2(0, 1.39999998);\n\t\t\t }\n\t\t\t o.FireSpeed =
FireSpeed__;float2 BaseOffsetUV__ = (float2)0;{\n\t\t\t \n\t\t\t
BaseOffsetUV__ = float2(0, 0.100000001);\n\t\t\t }\n\t\t\t o.BaseOffsetUV
= BaseOffsetUV__;float Threshold__ = (float)0;{\n\t\t\t \n\t\t\t
Threshold__ = (float)0.0700000003;\n\t\t\t }\n\t\t\t o.Threshold = Threshold__;float
Feather__ = (float)0;{\n\t\t\t \n\t\t\t Feather__ = (float)0.0299999993;\n\t\t\t
}\n\t\t\t o.Feather = Feather__;\n\n\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\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#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#define
REQUIRE_DEPTH_TEXTURE\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
Node: Add, DistortUV\n\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2
Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Power\n\t\t\tvoid
Unity_Power_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply, Feather Step\n\t\t\tvoid
Unity_Multiply_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate, SoftParticle\n\t\t\tvoid
Unity_Saturate_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner, DistortUV\n\t\t\tvoid Unity_Multiply_float(float2 A, float2 B,
out float2 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tvoid Unity_Fraction_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t
Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Panner\n\t\t\tvoid Unity_Subtract_float2(float2
A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tstruct Bindings_Panner_1224b3d01b774ba44839d1987de812cf\n\t\t\t{\n\t\t\t
float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_Panner_1224b3d01b774ba44839d1987de812cf(float2
Vector2_352758C, float2 Vector2_F7669A8, Bindings_Panner_1224b3d01b774ba44839d1987de812cf
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_53EDD1C7_Out_0 =
Vector2_352758C;\n\t\t\t float2 _Property_A1AAFDED_Out_0 = Vector2_F7669A8;\n\t\t\t
float2 _Multiply_4534B203_Out_2;\n\t\t\t Unity_Multiply_float(_Property_A1AAFDED_Out_0,
(IN.TimeParameters.x.xx), _Multiply_4534B203_Out_2);\n\t\t\t float2 _Fraction_2188FC18_Out_1;\n\t\t\t
Unity_Fraction_float2(_Multiply_4534B203_Out_2, _Fraction_2188FC18_Out_1);\n\t\t\t
float2 _Subtract_E35057A4_Out_2;\n\t\t\t Unity_Subtract_float2(_Property_53EDD1C7_Out_0,
_Fraction_2188FC18_Out_1, _Subtract_E35057A4_Out_2);\n\t\t\t UV_1 = _Subtract_E35057A4_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tvoid Unity_Remap_float2(float2 In, float2 InMinMax,
float2 OutMinMax, out float2 Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In
- InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tstruct Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(float2 Vector2_1F9DD4DE, float2
Vector2_8964FCF, float2 Vector2_2116C7F9, TEXTURE2D_PARAM(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF), float4 Texture2D_EE616DFF_TexelSize, Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_70E8EE1E_Out_0 =
Vector2_1F9DD4DE;\n\t\t\t float2 _Property_4425B43B_Out_0 = Vector2_2116C7F9;\n\t\t\t
float4 _SampleTexture2D_78F057A0_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF, _Property_4425B43B_Out_0);\n\t\t\t float _SampleTexture2D_78F057A0_R_4
= _SampleTexture2D_78F057A0_RGBA_0.r;\n\t\t\t float _SampleTexture2D_78F057A0_G_5
= _SampleTexture2D_78F057A0_RGBA_0.g;\n\t\t\t float _SampleTexture2D_78F057A0_B_6
= _SampleTexture2D_78F057A0_RGBA_0.b;\n\t\t\t float _SampleTexture2D_78F057A0_A_7
= _SampleTexture2D_78F057A0_RGBA_0.a;\n\t\t\t float2 _Vector2_A3C57E04_Out_0
= float2(_SampleTexture2D_78F057A0_R_4, _SampleTexture2D_78F057A0_G_5);\n\t\t\t
float2 _Remap_41670B4C_Out_3;\n\t\t\t Unity_Remap_float2(_Vector2_A3C57E04_Out_0,
float2 (0, 1), float2 (-1, 1), _Remap_41670B4C_Out_3);\n\t\t\t float2 _Property_67D72C91_Out_0
= Vector2_8964FCF;\n\t\t\t float2 _Multiply_8F67594_Out_2;\n\t\t\t Unity_Multiply_float(_Remap_41670B4C_Out_3,
_Property_67D72C91_Out_0, _Multiply_8F67594_Out_2);\n\t\t\t float2 _Add_AF7ED82E_Out_2;\n\t\t\t
Unity_Add_float2(_Property_70E8EE1E_Out_0, _Multiply_8F67594_Out_2, _Add_AF7ED82E_Out_2);\n\t\t\t
UV_1 = _Add_AF7ED82E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate\n\t\t\tvoid
Unity_Saturate_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t Out =
saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: One Minus\n\t\t\tvoid Unity_OneMinus_float(float
In, out float Out)\n\t\t\t{\n\t\t\t Out = 1 - In;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_SceneDepth_Eye_float(float4 UV, out float
Out)\n\t\t\t{\n\t\t\t Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy),
_ZBufferParams);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b\n\t\t\t{\n\t\t\t float4
ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
IN, out float depth_1)\n\t\t\t{\n\t\t\t float4 _ScreenPosition_4A338A69_Out_0
= IN.ScreenPosition;\n\t\t\t float _Split_E29E317D_R_1 = _ScreenPosition_4A338A69_Out_0[0];\n\t\t\t
float _Split_E29E317D_G_2 = _ScreenPosition_4A338A69_Out_0[1];\n\t\t\t float
_Split_E29E317D_B_3 = _ScreenPosition_4A338A69_Out_0[2];\n\t\t\t float _Split_E29E317D_A_4
= _ScreenPosition_4A338A69_Out_0[3];\n\t\t\t depth_1 = _Split_E29E317D_A_4;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle, Feather Step\n\t\t\tvoid Unity_Subtract_float(float A,
float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_Maximum_float(float A, float B, out float
Out)\n\t\t\t{\n\t\t\t Out = max(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
SoftParticle\n\t\t\tvoid Unity_Divide_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A / B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle, Feather Step\n\t\t\tvoid
Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out)\n\t\t\t{\n\t\t\t
Out = smoothstep(Edge1, Edge2, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1\n\t\t\t{\n\t\t\t
float4 ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(float
Vector1_1E6191B, Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 IN,
out float Opacity_1)\n\t\t\t{\n\t\t\t float _SceneDepth_D8E0E50A_Out_1;\n\t\t\t
Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w,
0, 0), _SceneDepth_D8E0E50A_Out_1);\n\t\t\t Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
_PixelDepth_64AD2AD5;\n\t\t\t _PixelDepth_64AD2AD5.ScreenPosition = IN.ScreenPosition;\n\t\t\t
float _PixelDepth_64AD2AD5_depth_1;\n\t\t\t SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(_PixelDepth_64AD2AD5,
_PixelDepth_64AD2AD5_depth_1);\n\t\t\t float _Subtract_7C133200_Out_2;\n\t\t\t
Unity_Subtract_float(_SceneDepth_D8E0E50A_Out_1, _PixelDepth_64AD2AD5_depth_1,
_Subtract_7C133200_Out_2);\n\t\t\t float _Property_4EA7E65F_Out_0 = Vector1_1E6191B;\n\t\t\t
float _Maximum_87E9B207_Out_2;\n\t\t\t Unity_Maximum_float(_Property_4EA7E65F_Out_0,
0.001, _Maximum_87E9B207_Out_2);\n\t\t\t float _Divide_A3A47144_Out_2;\n\t\t\t
Unity_Divide_float(_Subtract_7C133200_Out_2, _Maximum_87E9B207_Out_2, _Divide_A3A47144_Out_2);\n\t\t\t
float _Smoothstep_254B27B2_Out_3;\n\t\t\t Unity_Smoothstep_float(0, 1, _Divide_A3A47144_Out_2,
_Smoothstep_254B27B2_Out_3);\n\t\t\t float _Saturate_3A4F4D3C_Out_1;\n\t\t\t
Unity_Saturate_float(_Smoothstep_254B27B2_Out_3, _Saturate_3A4F4D3C_Out_1);\n\t\t\t
Opacity_1 = _Saturate_3A4F4D3C_Out_1;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather
Step\n\t\t\tvoid Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather Step\n\t\t\tstruct Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC, float
Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t\t float _Subtract_583838FC_Out_2;\n\t\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t\t
float _Add_2CD18BB_Out_2;\n\t\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\tstruct
SG_Input_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float4 ScreenPosition;\n\t\t\t
half4 uv0;\n\t\t\t float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
SG_Output_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_b0fc71eacd48a9f43947c48d630a7ca2
SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
IN,\n\t\t\t /* Property: DistortOffsetUV */ float2 DistortOffsetUV,\n\t\t\t
/* Property: DeformExponent */ float DeformExponent,\n\t\t\t /* Property:
DeformScale */ float DeformScale,\n\t\t\t /* Property: ParticleAlpha */
float ParticleAlpha,\n\t\t\t /* Property: FireSpeed */ float2 FireSpeed,\n\t\t\t
/* Property: BaseOffsetUV */ float2 BaseOffsetUV,\n\t\t\t /* Property: Threshold
*/ float Threshold,\n\t\t\t /* Property: Feather */ float Feather)\n\t\t\t{\n\t\t\t
// Node: UV\n\t\t\t float4 _UV_4279E0C7_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t
// Node: Split\n\t\t\t float _Split_274EE367_R_1 = _UV_4279E0C7_Out_0[0];\n\t\t\t
float _Split_274EE367_G_2 = _UV_4279E0C7_Out_0[1];\n\t\t\t float _Split_274EE367_B_3
= _UV_4279E0C7_Out_0[2];\n\t\t\t float _Split_274EE367_A_4 = _UV_4279E0C7_Out_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_8ACD3440_Out_0 = float2(_Split_274EE367_R_1,
_Split_274EE367_G_2);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float2
_Property_2E95E2D3_Out_0 = BaseOffsetUV;\n\t\t\t\n\t\t\t // Node: Add\n\t\t\t
float2 _Add_EEF91B7C_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_2E95E2D3_Out_0, _Add_EEF91B7C_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_70B919A5_Out_0 = DeformExponent;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_5A7BC83_Out_2;\n\t\t\t Unity_Power_float(_Split_274EE367_G_2,
_Property_70B919A5_Out_0, _Power_5A7BC83_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_73BBDEB5_Out_0 = DeformScale;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_38A02C91_Out_2;\n\t\t\t Unity_Multiply_float(_Power_5A7BC83_Out_2,
_Property_73BBDEB5_Out_0, _Multiply_38A02C91_Out_2);\n\t\t\t\n\t\t\t //
Node: Saturate\n\t\t\t float _Saturate_85507911_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_38A02C91_Out_2,
_Saturate_85507911_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t
float2 _Property_279F561F_Out_0 = DistortOffsetUV;\n\t\t\t\n\t\t\t // Node:
Add\n\t\t\t float2 _Add_100415F0_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_279F561F_Out_0, _Add_100415F0_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float2 _Property_A8A1AD38_Out_0 = FireSpeed;\n\t\t\t\n\t\t\t
// Node: Panner\n\t\t\t Bindings_Panner_1224b3d01b774ba44839d1987de812cf
_Panner_9656768F;\n\t\t\t _Panner_9656768F.TimeParameters = IN.TimeParameters;\n\t\t\t
float2 _Panner_9656768F_UV_1;\n\t\t\t SG_Panner_1224b3d01b774ba44839d1987de812cf(_Add_100415F0_Out_2,
_Property_A8A1AD38_Out_0, _Panner_9656768F, _Panner_9656768F_UV_1);\n\t\t\t\n\t\t\t
// Node: DistortUV\n\t\t\t Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
_DistortUV_2C72FFF1;\n\t\t\t float2 _DistortUV_2C72FFF1_UV_1;\n\t\t\t
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(_Add_EEF91B7C_Out_2, (_Saturate_85507911_Out_1.xx),
_Panner_9656768F_UV_1, TEXTURE2D_ARGS(_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232,
sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232), _DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize,
_DistortUV_2C72FFF1, _DistortUV_2C72FFF1_UV_1);\n\t\t\t\n\t\t\t // Node:
Saturate\n\t\t\t float2 _Saturate_91DC8C66_Out_1;\n\t\t\t Unity_Saturate_float2(_DistortUV_2C72FFF1_UV_1,
_Saturate_91DC8C66_Out_1);\n\t\t\t\n\t\t\t // Node: Sample Texture 2D\n\t\t\t
float4 _SampleTexture2D_4A9BDF8B_RGBA_0 = SAMPLE_TEXTURE2D(_SampleTexture2D_4A9BDF8B_Texture_1,
sampler_SampleTexture2D_4A9BDF8B_Texture_1, _Saturate_91DC8C66_Out_1);\n\t\t\t
float _SampleTexture2D_4A9BDF8B_R_4 = _SampleTexture2D_4A9BDF8B_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_G_5 = _SampleTexture2D_4A9BDF8B_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_B_6 = _SampleTexture2D_4A9BDF8B_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_A_7 = _SampleTexture2D_4A9BDF8B_RGBA_0.a;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_7F03C9CB_Out_0 = ParticleAlpha;\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1590AA8C_Out_1;\n\t\t\t Unity_OneMinus_float(_Split_274EE367_G_2,
_OneMinus_1590AA8C_Out_1);\n\t\t\t\n\t\t\t // Node: SoftParticle\n\t\t\t
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 _SoftParticle_D39EB39F;\n\t\t\t
_SoftParticle_D39EB39F.ScreenPosition = IN.ScreenPosition;\n\t\t\t float
_SoftParticle_D39EB39F_Opacity_1;\n\t\t\t SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(1,
_SoftParticle_D39EB39F, _SoftParticle_D39EB39F_Opacity_1);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_4ECA24BB_Out_2;\n\t\t\t Unity_Multiply_float(_OneMinus_1590AA8C_Out_1,
_SoftParticle_D39EB39F_Opacity_1, _Multiply_4ECA24BB_Out_2);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_F9DB30E5_Out_2;\n\t\t\t Unity_Multiply_float(_Property_7F03C9CB_Out_0,
_Multiply_4ECA24BB_Out_2, _Multiply_F9DB30E5_Out_2);\n\t\t\t\n\t\t\t //
Node: Multiply\n\t\t\t float _Multiply_93F268F9_Out_2;\n\t\t\t Unity_Multiply_float(_SampleTexture2D_4A9BDF8B_A_7,
_Multiply_F9DB30E5_Out_2, _Multiply_93F268F9_Out_2);\n\t\t\t\n\t\t\t //
Node: Property\n\t\t\t float _Property_5F6A51F7_Out_0 = Threshold;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_62A4D7A0_Out_0 = Feather;\n\t\t\t\n\t\t\t
// Node: Feather Step\n\t\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_5C0A75C8;\n\t\t\t float _FeatherStep_5C0A75C8_OutVector4_1;\n\t\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_93F268F9_Out_2, _Property_5F6A51F7_Out_0,
_Property_62A4D7A0_Out_0, _FeatherStep_5C0A75C8, _FeatherStep_5C0A75C8_OutVector4_1);\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1C63F447_Out_1;\n\t\t\t Unity_OneMinus_float(_OneMinus_1590AA8C_Out_1,
_OneMinus_1C63F447_Out_1);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float _Multiply_8DEC96D7_Out_2;\n\t\t\t Unity_Multiply_float(_FeatherStep_5C0A75C8_OutVector4_1,
_OneMinus_1C63F447_Out_1, _Multiply_8DEC96D7_Out_2);\n\t\t\t\n\t\t\t //
Visual Effect Master\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2
OUT;\n\t\t\t OUT.Alpha_4 = _Multiply_8DEC96D7_Out_2;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 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\t
#ifdef VFX_SHADERGRAPH\n\t\t\t float2 DistortOffsetUV = i.DistortOffsetUV;float
DeformExponent = i.DeformExponent;float DeformScale = i.DeformScale;float ParticleAlpha
= i.ParticleAlpha;float2 FireSpeed = i.FireSpeed;float2 BaseOffsetUV = i.BaseOffsetUV;float
Threshold = i.Threshold;float Feather = i.Feather;\n\t\t\t \n\t\t\t
//Call Shader Graph\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
INSG = (SG_Input_b0fc71eacd48a9f43947c48d630a7ca2)0;\n\t\t\t float3
posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t float3
posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t INSG.ScreenPosition
= ComputeScreenPos(VFXTransformPositionWorldToClip(i.VFX_VARYING_POSWS), _ProjectionParams.x);\n\t\t\t
INSG.uv0.xy = i.uv;\n\t\t\t INSG.TimeParameters = _TimeParameters.xyz;\n\t\t\t
\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2 OUTSG = SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(INSG,DistortOffsetUV,
DeformExponent, DeformScale, ParticleAlpha, FireSpeed, BaseOffsetUV, Threshold,
Feather);\n\t\t\t \n\n\t\t\t \n\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t
#else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\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\treturn encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
(float4)0;\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\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
_ DEBUG_DISPLAY\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\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || 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\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
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 vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\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 : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
VFX_OPTIONAL_INTERPOLATION float2 DistortOffsetUV : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION
float DeformExponent : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float
DeformScale : NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float ParticleAlpha
: NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION float2 FireSpeed : NORMAL4;\n\t\t
VFX_OPTIONAL_INTERPOLATION float2 BaseOffsetUV : NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION
float Threshold : NORMAL6;\n\t\t VFX_OPTIONAL_INTERPOLATION float Feather
: NORMAL7;\n\t\t \n\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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
outMotionVector : SV_Target1;\n\t\t#endif\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_COLOR
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\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_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\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#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\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
Orient_189(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position) /*mode:FaceCameraPosition axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t
if (unity_OrthoParams.w == 1.0f) // Face plane for ortho\n\t\t\t {\n\t\t\t
float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t axisX = viewRot[0].xyz;\n\t\t\t
axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE // Need to remove
potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t
}\n\t\t\t else\n\t\t\t {\n\t\t\t axisZ = normalize(position -
GetViewVFXPosition());\n\t\t\t axisX = normalize(cross(GetVFXToViewRotMatrix()[1].xyz,axisZ));\n\t\t\t
axisY = cross(axisZ,axisX);\n\t\t\t }\n\t\t\t \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout
float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t
scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_45ABB90F(inout float
size, float age, float lifetime, float4 Size) /*attribute:size Composition:Overwrite
AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha
channels:X */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float
value = 0.0f;\n\t\t\t value = SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_48A86161(inout float3 color, inout float alpha, float age,
float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ
*/\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t float4 value =
0.0f;\n\t\t\t value = SampleGradient(Color, t);\n\t\t\t color = value.rgb;\n\t\t\t
alpha = value.a;\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\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\n\n\t\t\t\treturn attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3
GetStripTangent(float3 currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\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.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0x1 + 0x40) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index
* 0x3 + 0x60) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position = float3(0, 0, 0);\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0x61) << 2));\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\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.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0x62) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0x61) << 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.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tattributes.angleZ
= asfloat(attributeBuffer.Load((index * 0x3 + 0x60) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tattributes.position
= float3(0, 0, 0);\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x62) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_189(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position);\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151647( /*inout
*/attributes.scaleX, /*inout */attributes.scaleY, float2(1, 1.5));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_c);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_d);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, float3(0, -0.170000002,
1.59000003));\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif
(!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x
= (float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.405024409;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\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 float2 DistortOffsetUV__ = (float2)0;{\n\t\t\t float tmp_bc
= Rand(attributes.seed);\n\t\t\t float tmp_be = tmp_bc * (float)2;\n\t\t\t
float tmp_bf = (float)-1 + tmp_be;\n\t\t\t float tmp_bg = Rand(attributes.seed);\n\t\t\t
float tmp_bh = tmp_bg * (float)2;\n\t\t\t float tmp_bi = (float)-1 +
tmp_bh;\n\t\t\t float tmp_bj = Rand(attributes.seed);\n\t\t\t
float tmp_bk = tmp_bj * (float)2;\n\t\t\t float tmp_bl = (float)-1 +
tmp_bk;\n\t\t\t float3 tmp_bm = float3(tmp_bf, tmp_bi, tmp_bl);\n\t\t\t
float3 tmp_bo = max(tmp_bm, float3(-1, -1, -1));\n\t\t\t float3 tmp_bq
= min(tmp_bo, float3(1, 1, 1));\n\t\t\t float3 tmp_br = tmp_bq - float3(-1,
-1, -1);\n\t\t\t float3 tmp_bt = tmp_br / float3(2, 2, 2);\n\t\t\t
float3 tmp_bv = tmp_bt * float3(10, 10, 2);\n\t\t\t float3 tmp_bw =
float3(-5, -5, -1) + tmp_bv;\n\t\t\t float tmp_bx = tmp_bw[0];\n\t\t\t
float tmp_by = tmp_bw[1];\n\t\t\t float2 tmp_bz = float2(tmp_bx, tmp_by);\n\t\t\t
\n\t\t\t DistortOffsetUV__ = tmp_bz;\n\t\t\t }\n\t\t\t o.DistortOffsetUV
= DistortOffsetUV__;float DeformExponent__ = (float)0;{\n\t\t\t \n\t\t\t
DeformExponent__ = (float)3;\n\t\t\t }\n\t\t\t o.DeformExponent = DeformExponent__;float
DeformScale__ = (float)0;{\n\t\t\t \n\t\t\t DeformScale__ = (float)1.54999995;\n\t\t\t
}\n\t\t\t o.DeformScale = DeformScale__;float ParticleAlpha__ = (float)0;{\n\t\t\t
ParticleAlpha__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.ParticleAlpha
= ParticleAlpha__;float2 FireSpeed__ = (float2)0;{\n\t\t\t \n\t\t\t
FireSpeed__ = float2(0, 1.39999998);\n\t\t\t }\n\t\t\t o.FireSpeed =
FireSpeed__;float2 BaseOffsetUV__ = (float2)0;{\n\t\t\t \n\t\t\t
BaseOffsetUV__ = float2(0, 0.100000001);\n\t\t\t }\n\t\t\t o.BaseOffsetUV
= BaseOffsetUV__;float Threshold__ = (float)0;{\n\t\t\t \n\t\t\t
Threshold__ = (float)0.0700000003;\n\t\t\t }\n\t\t\t o.Threshold = Threshold__;float
Feather__ = (float)0;{\n\t\t\t \n\t\t\t Feather__ = (float)0.0299999993;\n\t\t\t
}\n\t\t\t o.Feather = Feather__;\n\n\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\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#if
VFX_SHADERGRAPH\n\t\t\t#define REQUIRE_DEPTH_TEXTURE\n\t\t\t\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
Node: Add, DistortUV\n\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2
Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Power\n\t\t\tvoid
Unity_Power_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply, Feather Step\n\t\t\tvoid
Unity_Multiply_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate, SoftParticle\n\t\t\tvoid
Unity_Saturate_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner, DistortUV\n\t\t\tvoid Unity_Multiply_float(float2 A, float2 B,
out float2 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tvoid Unity_Fraction_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t
Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Panner\n\t\t\tvoid Unity_Subtract_float2(float2
A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tstruct Bindings_Panner_1224b3d01b774ba44839d1987de812cf\n\t\t\t{\n\t\t\t
float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_Panner_1224b3d01b774ba44839d1987de812cf(float2
Vector2_352758C, float2 Vector2_F7669A8, Bindings_Panner_1224b3d01b774ba44839d1987de812cf
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_53EDD1C7_Out_0 =
Vector2_352758C;\n\t\t\t float2 _Property_A1AAFDED_Out_0 = Vector2_F7669A8;\n\t\t\t
float2 _Multiply_4534B203_Out_2;\n\t\t\t Unity_Multiply_float(_Property_A1AAFDED_Out_0,
(IN.TimeParameters.x.xx), _Multiply_4534B203_Out_2);\n\t\t\t float2 _Fraction_2188FC18_Out_1;\n\t\t\t
Unity_Fraction_float2(_Multiply_4534B203_Out_2, _Fraction_2188FC18_Out_1);\n\t\t\t
float2 _Subtract_E35057A4_Out_2;\n\t\t\t Unity_Subtract_float2(_Property_53EDD1C7_Out_0,
_Fraction_2188FC18_Out_1, _Subtract_E35057A4_Out_2);\n\t\t\t UV_1 = _Subtract_E35057A4_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tvoid Unity_Remap_float2(float2 In, float2 InMinMax,
float2 OutMinMax, out float2 Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In
- InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tstruct Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(float2 Vector2_1F9DD4DE, float2
Vector2_8964FCF, float2 Vector2_2116C7F9, TEXTURE2D_PARAM(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF), float4 Texture2D_EE616DFF_TexelSize, Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_70E8EE1E_Out_0 =
Vector2_1F9DD4DE;\n\t\t\t float2 _Property_4425B43B_Out_0 = Vector2_2116C7F9;\n\t\t\t
float4 _SampleTexture2D_78F057A0_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF, _Property_4425B43B_Out_0);\n\t\t\t float _SampleTexture2D_78F057A0_R_4
= _SampleTexture2D_78F057A0_RGBA_0.r;\n\t\t\t float _SampleTexture2D_78F057A0_G_5
= _SampleTexture2D_78F057A0_RGBA_0.g;\n\t\t\t float _SampleTexture2D_78F057A0_B_6
= _SampleTexture2D_78F057A0_RGBA_0.b;\n\t\t\t float _SampleTexture2D_78F057A0_A_7
= _SampleTexture2D_78F057A0_RGBA_0.a;\n\t\t\t float2 _Vector2_A3C57E04_Out_0
= float2(_SampleTexture2D_78F057A0_R_4, _SampleTexture2D_78F057A0_G_5);\n\t\t\t
float2 _Remap_41670B4C_Out_3;\n\t\t\t Unity_Remap_float2(_Vector2_A3C57E04_Out_0,
float2 (0, 1), float2 (-1, 1), _Remap_41670B4C_Out_3);\n\t\t\t float2 _Property_67D72C91_Out_0
= Vector2_8964FCF;\n\t\t\t float2 _Multiply_8F67594_Out_2;\n\t\t\t Unity_Multiply_float(_Remap_41670B4C_Out_3,
_Property_67D72C91_Out_0, _Multiply_8F67594_Out_2);\n\t\t\t float2 _Add_AF7ED82E_Out_2;\n\t\t\t
Unity_Add_float2(_Property_70E8EE1E_Out_0, _Multiply_8F67594_Out_2, _Add_AF7ED82E_Out_2);\n\t\t\t
UV_1 = _Add_AF7ED82E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate\n\t\t\tvoid
Unity_Saturate_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t Out =
saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply\n\t\t\tvoid Unity_Multiply_float(float3
A, float3 B, out float3 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: One Minus\n\t\t\tvoid Unity_OneMinus_float(float In, out float Out)\n\t\t\t{\n\t\t\t
Out = 1 - In;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tvoid Unity_SceneDepth_Eye_float(float4
UV, out float Out)\n\t\t\t{\n\t\t\t Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy),
_ZBufferParams);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b\n\t\t\t{\n\t\t\t float4
ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
IN, out float depth_1)\n\t\t\t{\n\t\t\t float4 _ScreenPosition_4A338A69_Out_0
= IN.ScreenPosition;\n\t\t\t float _Split_E29E317D_R_1 = _ScreenPosition_4A338A69_Out_0[0];\n\t\t\t
float _Split_E29E317D_G_2 = _ScreenPosition_4A338A69_Out_0[1];\n\t\t\t float
_Split_E29E317D_B_3 = _ScreenPosition_4A338A69_Out_0[2];\n\t\t\t float _Split_E29E317D_A_4
= _ScreenPosition_4A338A69_Out_0[3];\n\t\t\t depth_1 = _Split_E29E317D_A_4;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle, Feather Step\n\t\t\tvoid Unity_Subtract_float(float A,
float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_Maximum_float(float A, float B, out float
Out)\n\t\t\t{\n\t\t\t Out = max(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
SoftParticle\n\t\t\tvoid Unity_Divide_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A / B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle, Feather Step\n\t\t\tvoid
Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out)\n\t\t\t{\n\t\t\t
Out = smoothstep(Edge1, Edge2, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1\n\t\t\t{\n\t\t\t
float4 ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(float
Vector1_1E6191B, Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 IN,
out float Opacity_1)\n\t\t\t{\n\t\t\t float _SceneDepth_D8E0E50A_Out_1;\n\t\t\t
Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w,
0, 0), _SceneDepth_D8E0E50A_Out_1);\n\t\t\t Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
_PixelDepth_64AD2AD5;\n\t\t\t _PixelDepth_64AD2AD5.ScreenPosition = IN.ScreenPosition;\n\t\t\t
float _PixelDepth_64AD2AD5_depth_1;\n\t\t\t SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(_PixelDepth_64AD2AD5,
_PixelDepth_64AD2AD5_depth_1);\n\t\t\t float _Subtract_7C133200_Out_2;\n\t\t\t
Unity_Subtract_float(_SceneDepth_D8E0E50A_Out_1, _PixelDepth_64AD2AD5_depth_1,
_Subtract_7C133200_Out_2);\n\t\t\t float _Property_4EA7E65F_Out_0 = Vector1_1E6191B;\n\t\t\t
float _Maximum_87E9B207_Out_2;\n\t\t\t Unity_Maximum_float(_Property_4EA7E65F_Out_0,
0.001, _Maximum_87E9B207_Out_2);\n\t\t\t float _Divide_A3A47144_Out_2;\n\t\t\t
Unity_Divide_float(_Subtract_7C133200_Out_2, _Maximum_87E9B207_Out_2, _Divide_A3A47144_Out_2);\n\t\t\t
float _Smoothstep_254B27B2_Out_3;\n\t\t\t Unity_Smoothstep_float(0, 1, _Divide_A3A47144_Out_2,
_Smoothstep_254B27B2_Out_3);\n\t\t\t float _Saturate_3A4F4D3C_Out_1;\n\t\t\t
Unity_Saturate_float(_Smoothstep_254B27B2_Out_3, _Saturate_3A4F4D3C_Out_1);\n\t\t\t
Opacity_1 = _Saturate_3A4F4D3C_Out_1;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather
Step\n\t\t\tvoid Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather Step\n\t\t\tstruct Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC, float
Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t\t float _Subtract_583838FC_Out_2;\n\t\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t\t
float _Add_2CD18BB_Out_2;\n\t\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\tstruct
SG_Input_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float4 ScreenPosition;\n\t\t\t
half4 uv0;\n\t\t\t float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
SG_Output_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t
float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_b0fc71eacd48a9f43947c48d630a7ca2
SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
IN,\n\t\t\t /* Property: DistortOffsetUV */ float2 DistortOffsetUV,\n\t\t\t
/* Property: DeformExponent */ float DeformExponent,\n\t\t\t /* Property:
DeformScale */ float DeformScale,\n\t\t\t /* Property: ParticleColor */
float3 ParticleColor,\n\t\t\t /* Property: ParticleAlpha */ float ParticleAlpha,\n\t\t\t
/* Property: FireSpeed */ float2 FireSpeed,\n\t\t\t /* Property: BaseOffsetUV
*/ float2 BaseOffsetUV,\n\t\t\t /* Property: Threshold */ float Threshold,\n\t\t\t
/* Property: Feather */ float Feather)\n\t\t\t{\n\t\t\t // Node: Property\n\t\t\t
float3 _Property_5729E0B1_Out_0 = ParticleColor;\n\t\t\t\n\t\t\t // Node:
UV\n\t\t\t float4 _UV_4279E0C7_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t // Node:
Split\n\t\t\t float _Split_274EE367_R_1 = _UV_4279E0C7_Out_0[0];\n\t\t\t
float _Split_274EE367_G_2 = _UV_4279E0C7_Out_0[1];\n\t\t\t float _Split_274EE367_B_3
= _UV_4279E0C7_Out_0[2];\n\t\t\t float _Split_274EE367_A_4 = _UV_4279E0C7_Out_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_8ACD3440_Out_0 = float2(_Split_274EE367_R_1,
_Split_274EE367_G_2);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float2
_Property_2E95E2D3_Out_0 = BaseOffsetUV;\n\t\t\t\n\t\t\t // Node: Add\n\t\t\t
float2 _Add_EEF91B7C_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_2E95E2D3_Out_0, _Add_EEF91B7C_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_70B919A5_Out_0 = DeformExponent;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_5A7BC83_Out_2;\n\t\t\t Unity_Power_float(_Split_274EE367_G_2,
_Property_70B919A5_Out_0, _Power_5A7BC83_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_73BBDEB5_Out_0 = DeformScale;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_38A02C91_Out_2;\n\t\t\t Unity_Multiply_float(_Power_5A7BC83_Out_2,
_Property_73BBDEB5_Out_0, _Multiply_38A02C91_Out_2);\n\t\t\t\n\t\t\t //
Node: Saturate\n\t\t\t float _Saturate_85507911_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_38A02C91_Out_2,
_Saturate_85507911_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t
float2 _Property_279F561F_Out_0 = DistortOffsetUV;\n\t\t\t\n\t\t\t // Node:
Add\n\t\t\t float2 _Add_100415F0_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_279F561F_Out_0, _Add_100415F0_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float2 _Property_A8A1AD38_Out_0 = FireSpeed;\n\t\t\t\n\t\t\t
// Node: Panner\n\t\t\t Bindings_Panner_1224b3d01b774ba44839d1987de812cf
_Panner_9656768F;\n\t\t\t _Panner_9656768F.TimeParameters = IN.TimeParameters;\n\t\t\t
float2 _Panner_9656768F_UV_1;\n\t\t\t SG_Panner_1224b3d01b774ba44839d1987de812cf(_Add_100415F0_Out_2,
_Property_A8A1AD38_Out_0, _Panner_9656768F, _Panner_9656768F_UV_1);\n\t\t\t\n\t\t\t
// Node: DistortUV\n\t\t\t Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
_DistortUV_2C72FFF1;\n\t\t\t float2 _DistortUV_2C72FFF1_UV_1;\n\t\t\t
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(_Add_EEF91B7C_Out_2, (_Saturate_85507911_Out_1.xx),
_Panner_9656768F_UV_1, TEXTURE2D_ARGS(_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232,
sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232), _DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize,
_DistortUV_2C72FFF1, _DistortUV_2C72FFF1_UV_1);\n\t\t\t\n\t\t\t // Node:
Saturate\n\t\t\t float2 _Saturate_91DC8C66_Out_1;\n\t\t\t Unity_Saturate_float2(_DistortUV_2C72FFF1_UV_1,
_Saturate_91DC8C66_Out_1);\n\t\t\t\n\t\t\t // Node: Sample Texture 2D\n\t\t\t
float4 _SampleTexture2D_4A9BDF8B_RGBA_0 = SAMPLE_TEXTURE2D(_SampleTexture2D_4A9BDF8B_Texture_1,
sampler_SampleTexture2D_4A9BDF8B_Texture_1, _Saturate_91DC8C66_Out_1);\n\t\t\t
float _SampleTexture2D_4A9BDF8B_R_4 = _SampleTexture2D_4A9BDF8B_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_G_5 = _SampleTexture2D_4A9BDF8B_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_B_6 = _SampleTexture2D_4A9BDF8B_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_A_7 = _SampleTexture2D_4A9BDF8B_RGBA_0.a;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_BD5460B3_Out_2;\n\t\t\t Unity_Power_float(_SampleTexture2D_4A9BDF8B_A_7,
2, _Power_BD5460B3_Out_2);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float3 _Multiply_1706C03F_Out_2;\n\t\t\t Unity_Multiply_float(_Property_5729E0B1_Out_0,
(_Power_BD5460B3_Out_2.xxx), _Multiply_1706C03F_Out_2);\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_7F03C9CB_Out_0 = ParticleAlpha;\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1590AA8C_Out_1;\n\t\t\t Unity_OneMinus_float(_Split_274EE367_G_2,
_OneMinus_1590AA8C_Out_1);\n\t\t\t\n\t\t\t // Node: SoftParticle\n\t\t\t
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 _SoftParticle_D39EB39F;\n\t\t\t
_SoftParticle_D39EB39F.ScreenPosition = IN.ScreenPosition;\n\t\t\t float
_SoftParticle_D39EB39F_Opacity_1;\n\t\t\t SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(1,
_SoftParticle_D39EB39F, _SoftParticle_D39EB39F_Opacity_1);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_4ECA24BB_Out_2;\n\t\t\t Unity_Multiply_float(_OneMinus_1590AA8C_Out_1,
_SoftParticle_D39EB39F_Opacity_1, _Multiply_4ECA24BB_Out_2);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_F9DB30E5_Out_2;\n\t\t\t Unity_Multiply_float(_Property_7F03C9CB_Out_0,
_Multiply_4ECA24BB_Out_2, _Multiply_F9DB30E5_Out_2);\n\t\t\t\n\t\t\t //
Node: Multiply\n\t\t\t float _Multiply_93F268F9_Out_2;\n\t\t\t Unity_Multiply_float(_SampleTexture2D_4A9BDF8B_A_7,
_Multiply_F9DB30E5_Out_2, _Multiply_93F268F9_Out_2);\n\t\t\t\n\t\t\t //
Node: Property\n\t\t\t float _Property_5F6A51F7_Out_0 = Threshold;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_62A4D7A0_Out_0 = Feather;\n\t\t\t\n\t\t\t
// Node: Feather Step\n\t\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_5C0A75C8;\n\t\t\t float _FeatherStep_5C0A75C8_OutVector4_1;\n\t\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_93F268F9_Out_2, _Property_5F6A51F7_Out_0,
_Property_62A4D7A0_Out_0, _FeatherStep_5C0A75C8, _FeatherStep_5C0A75C8_OutVector4_1);\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1C63F447_Out_1;\n\t\t\t Unity_OneMinus_float(_OneMinus_1590AA8C_Out_1,
_OneMinus_1C63F447_Out_1);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float _Multiply_8DEC96D7_Out_2;\n\t\t\t Unity_Multiply_float(_FeatherStep_5C0A75C8_OutVector4_1,
_OneMinus_1C63F447_Out_1, _Multiply_8DEC96D7_Out_2);\n\t\t\t\n\t\t\t //
Visual Effect Master\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2
OUT;\n\t\t\t OUT.Color_6 = _Multiply_1706C03F_Out_2;\n\t\t\t OUT.Alpha_4
= _Multiply_8DEC96D7_Out_2;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
o = (ps_output)0;\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\t\n\t\t\t\t\t\t\tfloat3
normalWS = 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 = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\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#if
VFX_SHADERGRAPH\n\t\t float2 DistortOffsetUV = i.DistortOffsetUV;float
DeformExponent = i.DeformExponent;float DeformScale = i.DeformScale;float ParticleAlpha
= i.ParticleAlpha;float2 FireSpeed = i.FireSpeed;float2 BaseOffsetUV = i.BaseOffsetUV;float
Threshold = i.Threshold;float Feather = i.Feather;\n\t\t \n\t\t
//Call Shader Graph\n\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
INSG = (SG_Input_b0fc71eacd48a9f43947c48d630a7ca2)0;\n\t\t float3 posRelativeWS
= VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS
= VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.ScreenPosition
= ComputeScreenPos(VFXTransformPositionWorldToClip(i.VFX_VARYING_POSWS), _ProjectionParams.x);\n\t\t
INSG.uv0.xy = i.uv;\n\t\t INSG.TimeParameters = _TimeParameters.xyz;\n\t\t
\n\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2 OUTSG = SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(INSG,DistortOffsetUV,
DeformExponent, DeformScale, ParticleColor, ParticleAlpha, FireSpeed, BaseOffsetUV,
Threshold, Feather);\n\t\t \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t
o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t
#endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\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\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = 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\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\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#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Embers]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 Size_d;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n
uint seed;\n float3 direction;\n float3 velocity;\n float lifetime;\n
float size;\n uint particleId;\n bool alive;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\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
PositionSphere_0(inout float3 position, inout uint seed, inout float3 direction,
float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, float ArcSphere_arc,
float volumeFactor) /*positionMode:Surface spawnMode:Random */\n{\n float
cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n float
rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n \n
float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n
sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta,
cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
\n}\nvoid SetAttribute_E6295C0(inout float3 velocity, inout uint seed, float3
A, float3 B) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent
channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid SetAttribute_F01429A3(inout
float lifetime, inout uint seed, float A, float B) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(A,B,RAND);\n}\nvoid
AttributeFromCurve_4D213503(inout float size, inout uint seed, float4 Size)
/*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:Random
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t =
RAND;\n float value = 0.0f;\n value = SampleCurve(Size, t);\n size
= value;\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.position = float3(0, 0, 0);\n attributes.seed = (uint)0;\n
attributes.direction = float3(0, 0, 1);\n attributes.velocity = float3(0,
0, 0);\n attributes.lifetime = (float)1;\n attributes.size =
(float)0.100000001;\n attributes.particleId = (uint)0;\n attributes.alive
= (bool)true;\n attributes.age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n PositionSphere_0(
/*inout */attributes.position, /*inout */attributes.seed, /*inout */attributes.direction,
float3(0, 0.200000003, 0), (float)0.400000006, (float)6.28318548, (float)1);\n
}\n {\n SetAttribute_E6295C0( /*inout */attributes.velocity,
/*inout */attributes.seed, float3(-0.333000004, 2, -0.333000004), float3(0.333000004,
5, 0.333000004));\n }\n {\n SetAttribute_F01429A3(
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)0.5, (float)2);\n
}\n AttributeFromCurve_4D213503( /*inout */attributes.size, /*inout
*/attributes.seed, Size_d);\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n
if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t
uint deadIndex = deadListIn.DecrementCounter();\r\n uint index =
deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x2 + 0x80) << 2,asuint(attributes.seed));\n
attributeBuffer.Store3((index * 0x8 + 0xC0) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x2 + 0x1C0) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x2 + 0x81) << 2,asuint(attributes.size));\n
attributeBuffer.Store((index * 0x2 + 0x1C1) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x8 + 0xC3) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x8 + 0xC4) << 2,asuint(attributes.age));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[Embers]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_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_b;\n float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n
float uniform_c;\n float uniform_d;\n float deltaTime_a;\n uint PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n float3 velocity;\n float lifetime;\n
float mass;\n uint particleId;\n bool alive;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Force_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 Turbulence_18C(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, float roughness, float lacunarity,
int octaves, float deltaTime) /*Mode:Relative NoiseType:Perlin */\n{\n float3
vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GeneratePerlinCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid EulerIntegration(inout float3 position, float3 velocity,
float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout
float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age,
float lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false;
}\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n
Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0xC3) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xC0) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1C0) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.particleId = (attributeBuffer.Load((index * 0x2
+ 0x1C1) << 2));\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x8 + 0xC4) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t uint tmp_bf = attributes.particleId
^ asuint(uniform_d);\n\t\t\t float tmp_bg = FixedRand(tmp_bf);\n\t\t\t
float tmp_bh = uniform_c + tmp_bg;\n\t\t\t float2 tmp_bk = GeneratePerlinNoise(tmp_bh,
float3(0.25, 0.5, 2).x, (int)3, float3(0.25, 0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t\t
float tmp_bl = tmp_bk[0];\n\t\t\t float tmp_bn = tmp_bl - (float)-1;\n\t\t\t
float tmp_bp = tmp_bn / (float)2;\n\t\t\t float3 tmp_bq = float3(tmp_bp,
tmp_bp, tmp_bp);\n\t\t\t float3 tmp_bs = tmp_bq * float3(2, -1, 0);\n\t\t\t
float3 tmp_bt = float3(1, 1, 0) + tmp_bs;\n\t\t\t float3 tmp_bu = mul((float3x3)uniform_b,
tmp_bt);\n\t\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_bu, (float)0.5, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_18C(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_b, FieldTransform_b,
(float)5, (float)1, (float)3, (float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0xC0) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xC4) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0xC3) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xC0) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1C0) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.particleId = (attributeBuffer.Load((index * 0x2
+ 0x1C1) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x8
+ 0xC3) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index *
0x8 + 0xC4) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
uint tmp_bf = attributes.particleId ^ asuint(uniform_d);\n\t\t float tmp_bg
= FixedRand(tmp_bf);\n\t\t float tmp_bh = uniform_c + tmp_bg;\n\t\t float2
tmp_bk = GeneratePerlinNoise(tmp_bh, float3(0.25, 0.5, 2).x, (int)3, float3(0.25,
0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t float tmp_bl = tmp_bk[0];\n\t\t
float tmp_bn = tmp_bl - (float)-1;\n\t\t float tmp_bp = tmp_bn / (float)2;\n\t\t
float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t float3 tmp_bs = tmp_bq
* float3(2, -1, 0);\n\t\t float3 tmp_bt = float3(1, 1, 0) + tmp_bs;\n\t\t
float3 tmp_bu = mul((float3x3)uniform_b, tmp_bt);\n\t\t Force_1( /*inout
*/attributes.velocity, attributes.mass, tmp_bu, (float)0.5, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Turbulence_18C(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_b, FieldTransform_b, (float)5, (float)1, (float)3, (float)0.5,
(float)2, (int)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0xC0) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xC3) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0x8 + 0xC4) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[Embers]Output Particle Quad'
source: "Shader \"Hidden/VFX/BonFire/Embers/Output Particle Quad\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
SrcAlpha OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_SEED_CURRENT
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT
1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define
VFX_HAS_INDIRECT_DRAW 1\n\t\t#define VFX_BYPASS_EXPOSURE 1\n\t\t#define USE_DEAD_LIST_COUNT
1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_COLOR 1\n\t\t#define
HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define VFX_NEEDS_POSWS_INTERPOLATOR 1\n\t\t#define
VFX_PRIMITIVE_QUAD 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Size_b;\n\t\t float3 ParticleColor;\n\t\t float Color_c;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float3 position;\n\t\t uint seed;\n\t\t float3
velocity;\n\t\t float lifetime;\n\t\t float size;\n\t\t uint particleId;\n\t\t
float3 color;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t
float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float
angleY;\n\t\t float angleZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t
float pivotZ;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t float
scaleZ;\n\t\t float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232;\n\t\tSamplerState sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232;\n\t\tfloat4
_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize;\n\t\tTexture2D
_SampleTexture2D_4A9BDF8B_Texture_1;\n\t\tSamplerState sampler_SampleTexture2D_4A9BDF8B_Texture_1;\n\t\tfloat4
_SampleTexture2D_4A9BDF8B_Texture_1_TexelSize;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define
VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION
nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint> indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if
USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if
HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD
|| USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\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#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\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\tVFX_OPTIONAL_INTERPOLATION float3
builtInInterpolants : TEXCOORD1;\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 vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\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 :
TEXCOORD3;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t #if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t float3 posWS : TEXCOORD5;\n\t\t\t
#endif\n\t\t\t VFX_OPTIONAL_INTERPOLATION float2 DistortOffsetUV : NORMAL0;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float DeformExponent : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float DeformScale : NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float ParticleAlpha
: NORMAL3;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float2 FireSpeed : NORMAL4;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float2 BaseOffsetUV : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float Threshold : NORMAL6;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float Feather
: NORMAL7;\n\t\t\t \n\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_NEEDS_POSWS_INTERPOLATOR\n\t\t\t#define VFX_VARYING_POSWS
posWS\n\t\t\t#endif\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 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#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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_48A86161(inout
float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color
Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = age /
lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0x2 + 0x80) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0xC0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x2 + 0x81) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x2 + 0x1C1) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x8 + 0xC3) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x8 + 0xC4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0xC3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0x2 + 0x80) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xC0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x2 + 0x81) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1C1) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0xC4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\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 float2 DistortOffsetUV__ = (float2)0;{\n\t\t\t float tmp_bf
= Rand(attributes.seed);\n\t\t\t float tmp_bh = tmp_bf * (float)2;\n\t\t\t
float tmp_bi = (float)-1 + tmp_bh;\n\t\t\t float tmp_bj = Rand(attributes.seed);\n\t\t\t
float tmp_bk = tmp_bj * (float)2;\n\t\t\t float tmp_bl = (float)-1 +
tmp_bk;\n\t\t\t float tmp_bm = Rand(attributes.seed);\n\t\t\t
float tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bo = (float)-1 +
tmp_bn;\n\t\t\t float3 tmp_bp = float3(tmp_bi, tmp_bl, tmp_bo);\n\t\t\t
float3 tmp_br = max(tmp_bp, float3(-1, -1, -1));\n\t\t\t float3 tmp_bt
= min(tmp_br, float3(1, 1, 1));\n\t\t\t float3 tmp_bu = tmp_bt - float3(-1,
-1, -1);\n\t\t\t float3 tmp_bw = tmp_bu / float3(2, 2, 2);\n\t\t\t
float3 tmp_by = tmp_bw * float3(10, 10, 2);\n\t\t\t float3 tmp_bz =
float3(-5, -5, -1) + tmp_by;\n\t\t\t float tmp_ca = tmp_bz[0];\n\t\t\t
float tmp_cb = tmp_bz[1];\n\t\t\t float2 tmp_cc = float2(tmp_ca, tmp_cb);\n\t\t\t
\n\t\t\t DistortOffsetUV__ = tmp_cc;\n\t\t\t }\n\t\t\t o.DistortOffsetUV
= DistortOffsetUV__;float DeformExponent__ = (float)0;{\n\t\t\t \n\t\t\t
DeformExponent__ = (float)0;\n\t\t\t }\n\t\t\t o.DeformExponent = DeformExponent__;float
DeformScale__ = (float)0;{\n\t\t\t \n\t\t\t DeformScale__ = (float)0.300000012;\n\t\t\t
}\n\t\t\t o.DeformScale = DeformScale__;float ParticleAlpha__ = (float)0;{\n\t\t\t
ParticleAlpha__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.ParticleAlpha
= ParticleAlpha__;float2 FireSpeed__ = (float2)0;{\n\t\t\t \n\t\t\t
FireSpeed__ = float2(0, 1.70000005);\n\t\t\t }\n\t\t\t o.FireSpeed =
FireSpeed__;float2 BaseOffsetUV__ = (float2)0;{\n\t\t\t \n\t\t\t
BaseOffsetUV__ = float2(0, 0);\n\t\t\t }\n\t\t\t o.BaseOffsetUV = BaseOffsetUV__;float
Threshold__ = (float)0;{\n\t\t\t \n\t\t\t Threshold__ = (float)0.0700000003;\n\t\t\t
}\n\t\t\t o.Threshold = Threshold__;float Feather__ = (float)0;{\n\t\t\t
\n\t\t\t Feather__ = (float)0.0700000003;\n\t\t\t }\n\t\t\t o.Feather
= Feather__;\n\n\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\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#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#define
REQUIRE_DEPTH_TEXTURE\n\t\t\t\n\t\t\t\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
Node: Add, DistortUV\n\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2
Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Power\n\t\t\tvoid
Unity_Power_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply, Feather Step\n\t\t\tvoid
Unity_Multiply_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate, SoftParticle\n\t\t\tvoid
Unity_Saturate_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner, DistortUV\n\t\t\tvoid Unity_Multiply_float(float2 A, float2 B,
out float2 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tvoid Unity_Fraction_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t
Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Panner\n\t\t\tvoid Unity_Subtract_float2(float2
A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tstruct Bindings_Panner_1224b3d01b774ba44839d1987de812cf\n\t\t\t{\n\t\t\t
float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_Panner_1224b3d01b774ba44839d1987de812cf(float2
Vector2_352758C, float2 Vector2_F7669A8, Bindings_Panner_1224b3d01b774ba44839d1987de812cf
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_53EDD1C7_Out_0 =
Vector2_352758C;\n\t\t\t float2 _Property_A1AAFDED_Out_0 = Vector2_F7669A8;\n\t\t\t
float2 _Multiply_4534B203_Out_2;\n\t\t\t Unity_Multiply_float(_Property_A1AAFDED_Out_0,
(IN.TimeParameters.x.xx), _Multiply_4534B203_Out_2);\n\t\t\t float2 _Fraction_2188FC18_Out_1;\n\t\t\t
Unity_Fraction_float2(_Multiply_4534B203_Out_2, _Fraction_2188FC18_Out_1);\n\t\t\t
float2 _Subtract_E35057A4_Out_2;\n\t\t\t Unity_Subtract_float2(_Property_53EDD1C7_Out_0,
_Fraction_2188FC18_Out_1, _Subtract_E35057A4_Out_2);\n\t\t\t UV_1 = _Subtract_E35057A4_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tvoid Unity_Remap_float2(float2 In, float2 InMinMax,
float2 OutMinMax, out float2 Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In
- InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tstruct Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(float2 Vector2_1F9DD4DE, float2
Vector2_8964FCF, float2 Vector2_2116C7F9, TEXTURE2D_PARAM(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF), float4 Texture2D_EE616DFF_TexelSize, Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_70E8EE1E_Out_0 =
Vector2_1F9DD4DE;\n\t\t\t float2 _Property_4425B43B_Out_0 = Vector2_2116C7F9;\n\t\t\t
float4 _SampleTexture2D_78F057A0_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF, _Property_4425B43B_Out_0);\n\t\t\t float _SampleTexture2D_78F057A0_R_4
= _SampleTexture2D_78F057A0_RGBA_0.r;\n\t\t\t float _SampleTexture2D_78F057A0_G_5
= _SampleTexture2D_78F057A0_RGBA_0.g;\n\t\t\t float _SampleTexture2D_78F057A0_B_6
= _SampleTexture2D_78F057A0_RGBA_0.b;\n\t\t\t float _SampleTexture2D_78F057A0_A_7
= _SampleTexture2D_78F057A0_RGBA_0.a;\n\t\t\t float2 _Vector2_A3C57E04_Out_0
= float2(_SampleTexture2D_78F057A0_R_4, _SampleTexture2D_78F057A0_G_5);\n\t\t\t
float2 _Remap_41670B4C_Out_3;\n\t\t\t Unity_Remap_float2(_Vector2_A3C57E04_Out_0,
float2 (0, 1), float2 (-1, 1), _Remap_41670B4C_Out_3);\n\t\t\t float2 _Property_67D72C91_Out_0
= Vector2_8964FCF;\n\t\t\t float2 _Multiply_8F67594_Out_2;\n\t\t\t Unity_Multiply_float(_Remap_41670B4C_Out_3,
_Property_67D72C91_Out_0, _Multiply_8F67594_Out_2);\n\t\t\t float2 _Add_AF7ED82E_Out_2;\n\t\t\t
Unity_Add_float2(_Property_70E8EE1E_Out_0, _Multiply_8F67594_Out_2, _Add_AF7ED82E_Out_2);\n\t\t\t
UV_1 = _Add_AF7ED82E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate\n\t\t\tvoid
Unity_Saturate_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t Out =
saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: One Minus\n\t\t\tvoid Unity_OneMinus_float(float
In, out float Out)\n\t\t\t{\n\t\t\t Out = 1 - In;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_SceneDepth_Eye_float(float4 UV, out float
Out)\n\t\t\t{\n\t\t\t Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy),
_ZBufferParams);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b\n\t\t\t{\n\t\t\t float4
ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
IN, out float depth_1)\n\t\t\t{\n\t\t\t float4 _ScreenPosition_4A338A69_Out_0
= IN.ScreenPosition;\n\t\t\t float _Split_E29E317D_R_1 = _ScreenPosition_4A338A69_Out_0[0];\n\t\t\t
float _Split_E29E317D_G_2 = _ScreenPosition_4A338A69_Out_0[1];\n\t\t\t float
_Split_E29E317D_B_3 = _ScreenPosition_4A338A69_Out_0[2];\n\t\t\t float _Split_E29E317D_A_4
= _ScreenPosition_4A338A69_Out_0[3];\n\t\t\t depth_1 = _Split_E29E317D_A_4;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle, Feather Step\n\t\t\tvoid Unity_Subtract_float(float A,
float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_Maximum_float(float A, float B, out float
Out)\n\t\t\t{\n\t\t\t Out = max(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
SoftParticle\n\t\t\tvoid Unity_Divide_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A / B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle, Feather Step\n\t\t\tvoid
Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out)\n\t\t\t{\n\t\t\t
Out = smoothstep(Edge1, Edge2, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1\n\t\t\t{\n\t\t\t
float4 ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(float
Vector1_1E6191B, Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 IN,
out float Opacity_1)\n\t\t\t{\n\t\t\t float _SceneDepth_D8E0E50A_Out_1;\n\t\t\t
Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w,
0, 0), _SceneDepth_D8E0E50A_Out_1);\n\t\t\t Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
_PixelDepth_64AD2AD5;\n\t\t\t _PixelDepth_64AD2AD5.ScreenPosition = IN.ScreenPosition;\n\t\t\t
float _PixelDepth_64AD2AD5_depth_1;\n\t\t\t SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(_PixelDepth_64AD2AD5,
_PixelDepth_64AD2AD5_depth_1);\n\t\t\t float _Subtract_7C133200_Out_2;\n\t\t\t
Unity_Subtract_float(_SceneDepth_D8E0E50A_Out_1, _PixelDepth_64AD2AD5_depth_1,
_Subtract_7C133200_Out_2);\n\t\t\t float _Property_4EA7E65F_Out_0 = Vector1_1E6191B;\n\t\t\t
float _Maximum_87E9B207_Out_2;\n\t\t\t Unity_Maximum_float(_Property_4EA7E65F_Out_0,
0.001, _Maximum_87E9B207_Out_2);\n\t\t\t float _Divide_A3A47144_Out_2;\n\t\t\t
Unity_Divide_float(_Subtract_7C133200_Out_2, _Maximum_87E9B207_Out_2, _Divide_A3A47144_Out_2);\n\t\t\t
float _Smoothstep_254B27B2_Out_3;\n\t\t\t Unity_Smoothstep_float(0, 1, _Divide_A3A47144_Out_2,
_Smoothstep_254B27B2_Out_3);\n\t\t\t float _Saturate_3A4F4D3C_Out_1;\n\t\t\t
Unity_Saturate_float(_Smoothstep_254B27B2_Out_3, _Saturate_3A4F4D3C_Out_1);\n\t\t\t
Opacity_1 = _Saturate_3A4F4D3C_Out_1;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather
Step\n\t\t\tvoid Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather Step\n\t\t\tstruct Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC, float
Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t\t float _Subtract_583838FC_Out_2;\n\t\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t\t
float _Add_2CD18BB_Out_2;\n\t\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\tstruct
SG_Input_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float4 ScreenPosition;\n\t\t\t
half4 uv0;\n\t\t\t float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
SG_Output_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_b0fc71eacd48a9f43947c48d630a7ca2
SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
IN,\n\t\t\t /* Property: DistortOffsetUV */ float2 DistortOffsetUV,\n\t\t\t
/* Property: DeformExponent */ float DeformExponent,\n\t\t\t /* Property:
DeformScale */ float DeformScale,\n\t\t\t /* Property: ParticleAlpha */
float ParticleAlpha,\n\t\t\t /* Property: FireSpeed */ float2 FireSpeed,\n\t\t\t
/* Property: BaseOffsetUV */ float2 BaseOffsetUV,\n\t\t\t /* Property: Threshold
*/ float Threshold,\n\t\t\t /* Property: Feather */ float Feather)\n\t\t\t{\n\t\t\t
// Node: UV\n\t\t\t float4 _UV_4279E0C7_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t
// Node: Split\n\t\t\t float _Split_274EE367_R_1 = _UV_4279E0C7_Out_0[0];\n\t\t\t
float _Split_274EE367_G_2 = _UV_4279E0C7_Out_0[1];\n\t\t\t float _Split_274EE367_B_3
= _UV_4279E0C7_Out_0[2];\n\t\t\t float _Split_274EE367_A_4 = _UV_4279E0C7_Out_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_8ACD3440_Out_0 = float2(_Split_274EE367_R_1,
_Split_274EE367_G_2);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float2
_Property_2E95E2D3_Out_0 = BaseOffsetUV;\n\t\t\t\n\t\t\t // Node: Add\n\t\t\t
float2 _Add_EEF91B7C_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_2E95E2D3_Out_0, _Add_EEF91B7C_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_70B919A5_Out_0 = DeformExponent;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_5A7BC83_Out_2;\n\t\t\t Unity_Power_float(_Split_274EE367_G_2,
_Property_70B919A5_Out_0, _Power_5A7BC83_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_73BBDEB5_Out_0 = DeformScale;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_38A02C91_Out_2;\n\t\t\t Unity_Multiply_float(_Power_5A7BC83_Out_2,
_Property_73BBDEB5_Out_0, _Multiply_38A02C91_Out_2);\n\t\t\t\n\t\t\t //
Node: Saturate\n\t\t\t float _Saturate_85507911_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_38A02C91_Out_2,
_Saturate_85507911_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t
float2 _Property_279F561F_Out_0 = DistortOffsetUV;\n\t\t\t\n\t\t\t // Node:
Add\n\t\t\t float2 _Add_100415F0_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_279F561F_Out_0, _Add_100415F0_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float2 _Property_A8A1AD38_Out_0 = FireSpeed;\n\t\t\t\n\t\t\t
// Node: Panner\n\t\t\t Bindings_Panner_1224b3d01b774ba44839d1987de812cf
_Panner_9656768F;\n\t\t\t _Panner_9656768F.TimeParameters = IN.TimeParameters;\n\t\t\t
float2 _Panner_9656768F_UV_1;\n\t\t\t SG_Panner_1224b3d01b774ba44839d1987de812cf(_Add_100415F0_Out_2,
_Property_A8A1AD38_Out_0, _Panner_9656768F, _Panner_9656768F_UV_1);\n\t\t\t\n\t\t\t
// Node: DistortUV\n\t\t\t Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
_DistortUV_2C72FFF1;\n\t\t\t float2 _DistortUV_2C72FFF1_UV_1;\n\t\t\t
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(_Add_EEF91B7C_Out_2, (_Saturate_85507911_Out_1.xx),
_Panner_9656768F_UV_1, TEXTURE2D_ARGS(_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232,
sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232), _DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize,
_DistortUV_2C72FFF1, _DistortUV_2C72FFF1_UV_1);\n\t\t\t\n\t\t\t // Node:
Saturate\n\t\t\t float2 _Saturate_91DC8C66_Out_1;\n\t\t\t Unity_Saturate_float2(_DistortUV_2C72FFF1_UV_1,
_Saturate_91DC8C66_Out_1);\n\t\t\t\n\t\t\t // Node: Sample Texture 2D\n\t\t\t
float4 _SampleTexture2D_4A9BDF8B_RGBA_0 = SAMPLE_TEXTURE2D(_SampleTexture2D_4A9BDF8B_Texture_1,
sampler_SampleTexture2D_4A9BDF8B_Texture_1, _Saturate_91DC8C66_Out_1);\n\t\t\t
float _SampleTexture2D_4A9BDF8B_R_4 = _SampleTexture2D_4A9BDF8B_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_G_5 = _SampleTexture2D_4A9BDF8B_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_B_6 = _SampleTexture2D_4A9BDF8B_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_A_7 = _SampleTexture2D_4A9BDF8B_RGBA_0.a;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_7F03C9CB_Out_0 = ParticleAlpha;\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1590AA8C_Out_1;\n\t\t\t Unity_OneMinus_float(_Split_274EE367_G_2,
_OneMinus_1590AA8C_Out_1);\n\t\t\t\n\t\t\t // Node: SoftParticle\n\t\t\t
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 _SoftParticle_D39EB39F;\n\t\t\t
_SoftParticle_D39EB39F.ScreenPosition = IN.ScreenPosition;\n\t\t\t float
_SoftParticle_D39EB39F_Opacity_1;\n\t\t\t SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(1,
_SoftParticle_D39EB39F, _SoftParticle_D39EB39F_Opacity_1);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_4ECA24BB_Out_2;\n\t\t\t Unity_Multiply_float(_OneMinus_1590AA8C_Out_1,
_SoftParticle_D39EB39F_Opacity_1, _Multiply_4ECA24BB_Out_2);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_F9DB30E5_Out_2;\n\t\t\t Unity_Multiply_float(_Property_7F03C9CB_Out_0,
_Multiply_4ECA24BB_Out_2, _Multiply_F9DB30E5_Out_2);\n\t\t\t\n\t\t\t //
Node: Multiply\n\t\t\t float _Multiply_93F268F9_Out_2;\n\t\t\t Unity_Multiply_float(_SampleTexture2D_4A9BDF8B_A_7,
_Multiply_F9DB30E5_Out_2, _Multiply_93F268F9_Out_2);\n\t\t\t\n\t\t\t //
Node: Property\n\t\t\t float _Property_5F6A51F7_Out_0 = Threshold;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_62A4D7A0_Out_0 = Feather;\n\t\t\t\n\t\t\t
// Node: Feather Step\n\t\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_5C0A75C8;\n\t\t\t float _FeatherStep_5C0A75C8_OutVector4_1;\n\t\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_93F268F9_Out_2, _Property_5F6A51F7_Out_0,
_Property_62A4D7A0_Out_0, _FeatherStep_5C0A75C8, _FeatherStep_5C0A75C8_OutVector4_1);\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1C63F447_Out_1;\n\t\t\t Unity_OneMinus_float(_OneMinus_1590AA8C_Out_1,
_OneMinus_1C63F447_Out_1);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float _Multiply_8DEC96D7_Out_2;\n\t\t\t Unity_Multiply_float(_FeatherStep_5C0A75C8_OutVector4_1,
_OneMinus_1C63F447_Out_1, _Multiply_8DEC96D7_Out_2);\n\t\t\t\n\t\t\t //
Visual Effect Master\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2
OUT;\n\t\t\t OUT.Alpha_4 = _Multiply_8DEC96D7_Out_2;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat4 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\t
#ifdef VFX_SHADERGRAPH\n\t\t\t float2 DistortOffsetUV = i.DistortOffsetUV;float
DeformExponent = i.DeformExponent;float DeformScale = i.DeformScale;float ParticleAlpha
= i.ParticleAlpha;float2 FireSpeed = i.FireSpeed;float2 BaseOffsetUV = i.BaseOffsetUV;float
Threshold = i.Threshold;float Feather = i.Feather;\n\t\t\t \n\t\t\t
//Call Shader Graph\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
INSG = (SG_Input_b0fc71eacd48a9f43947c48d630a7ca2)0;\n\t\t\t float3
posRelativeWS = VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t\t float3
posAbsoluteWS = VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t\t INSG.ScreenPosition
= ComputeScreenPos(VFXTransformPositionWorldToClip(i.VFX_VARYING_POSWS), _ProjectionParams.x);\n\t\t\t
INSG.uv0.xy = i.uv;\n\t\t\t INSG.TimeParameters = _TimeParameters.xyz;\n\t\t\t
\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2 OUTSG = SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(INSG,DistortOffsetUV,
DeformExponent, DeformScale, ParticleAlpha, FireSpeed, BaseOffsetUV, Threshold,
Feather);\n\t\t\t \n\n\t\t\t \n\t\t\t float alpha = OUTSG.Alpha_4;\n\t\t\t
#else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\n\t\t\t #endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\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\treturn encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId,
_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
(float4)0;\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\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"
}\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t#pragma multi_compile
_ DEBUG_DISPLAY\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\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || 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\t// w: exposure weight\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
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 vectors scale X\n\t\t\t\t// y: motion vectors scale Y\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD3;\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 : TEXCOORD4;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t\t\tfloat3 normal : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tfloat3 tangent : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t
VFX_OPTIONAL_INTERPOLATION float2 DistortOffsetUV : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION
float DeformExponent : NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float
DeformScale : NORMAL2;\n\t\t VFX_OPTIONAL_INTERPOLATION float ParticleAlpha
: NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION float2 FireSpeed : NORMAL4;\n\t\t
VFX_OPTIONAL_INTERPOLATION float2 BaseOffsetUV : NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION
float Threshold : NORMAL6;\n\t\t VFX_OPTIONAL_INTERPOLATION float Feather
: NORMAL7;\n\t\t \n\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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
outMotionVector : SV_Target1;\n\t\t#endif\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_COLOR
color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\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_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define
VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t#if USE_EXPOSURE_WEIGHT\n\t\t#define
VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w\n\t\t#endif\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#define SHADERPASS SHADERPASS_FORWARD_UNLIT\n\t\t\t\n\t\t#if
SHADERGRAPH_NEEDS_NORMAL_FORWARD\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#endif\n\t\t#if
SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\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
Orient_94A(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity axes:ZY */\n\t\t\t{\n\t\t\t
\n\t\t\t axisY = normalize(velocity);\n\t\t\t axisZ = position - GetViewVFXPosition();\n\t\t\t
axisX = normalize(cross(axisY,axisZ));\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_7DF18695(inout float size, float age,
float lifetime, float4 Size) /*attribute:size Composition:Multiply AlphaComposition:Overwrite
SampleMode:OverLife Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size *= value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_48A86161(inout
float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color
Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = age /
lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed = (attributeBuffer.Load((index
* 0x2 + 0x80) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0xC0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.size = asfloat(attributeBuffer.Load((index
* 0x2 + 0x81) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x2 + 0x1C1) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x8 + 0xC3) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x8 + 0xC4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0xC3) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0x2 + 0x80) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0xC0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x1C0) << 2));\n\t\t\t\t\t\tattributes.size
= asfloat(attributeBuffer.Load((index * 0x2 + 0x81) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x2 + 0x1C1) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0xC4) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_94A(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ,
attributes.position, attributes.velocity);\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\t#if HAS_STRIPS\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER
1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\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 float2 DistortOffsetUV__ = (float2)0;{\n\t\t\t float tmp_bf
= Rand(attributes.seed);\n\t\t\t float tmp_bh = tmp_bf * (float)2;\n\t\t\t
float tmp_bi = (float)-1 + tmp_bh;\n\t\t\t float tmp_bj = Rand(attributes.seed);\n\t\t\t
float tmp_bk = tmp_bj * (float)2;\n\t\t\t float tmp_bl = (float)-1 +
tmp_bk;\n\t\t\t float tmp_bm = Rand(attributes.seed);\n\t\t\t
float tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bo = (float)-1 +
tmp_bn;\n\t\t\t float3 tmp_bp = float3(tmp_bi, tmp_bl, tmp_bo);\n\t\t\t
float3 tmp_br = max(tmp_bp, float3(-1, -1, -1));\n\t\t\t float3 tmp_bt
= min(tmp_br, float3(1, 1, 1));\n\t\t\t float3 tmp_bu = tmp_bt - float3(-1,
-1, -1);\n\t\t\t float3 tmp_bw = tmp_bu / float3(2, 2, 2);\n\t\t\t
float3 tmp_by = tmp_bw * float3(10, 10, 2);\n\t\t\t float3 tmp_bz =
float3(-5, -5, -1) + tmp_by;\n\t\t\t float tmp_ca = tmp_bz[0];\n\t\t\t
float tmp_cb = tmp_bz[1];\n\t\t\t float2 tmp_cc = float2(tmp_ca, tmp_cb);\n\t\t\t
\n\t\t\t DistortOffsetUV__ = tmp_cc;\n\t\t\t }\n\t\t\t o.DistortOffsetUV
= DistortOffsetUV__;float DeformExponent__ = (float)0;{\n\t\t\t \n\t\t\t
DeformExponent__ = (float)0;\n\t\t\t }\n\t\t\t o.DeformExponent = DeformExponent__;float
DeformScale__ = (float)0;{\n\t\t\t \n\t\t\t DeformScale__ = (float)0.300000012;\n\t\t\t
}\n\t\t\t o.DeformScale = DeformScale__;float ParticleAlpha__ = (float)0;{\n\t\t\t
ParticleAlpha__ = attributes.alpha;\n\t\t\t }\n\t\t\t o.ParticleAlpha
= ParticleAlpha__;float2 FireSpeed__ = (float2)0;{\n\t\t\t \n\t\t\t
FireSpeed__ = float2(0, 1.70000005);\n\t\t\t }\n\t\t\t o.FireSpeed =
FireSpeed__;float2 BaseOffsetUV__ = (float2)0;{\n\t\t\t \n\t\t\t
BaseOffsetUV__ = float2(0, 0);\n\t\t\t }\n\t\t\t o.BaseOffsetUV = BaseOffsetUV__;float
Threshold__ = (float)0;{\n\t\t\t \n\t\t\t Threshold__ = (float)0.0700000003;\n\t\t\t
}\n\t\t\t o.Threshold = Threshold__;float Feather__ = (float)0;{\n\t\t\t
\n\t\t\t Feather__ = (float)0.0700000003;\n\t\t\t }\n\t\t\t o.Feather
= Feather__;\n\n\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\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#if
VFX_SHADERGRAPH\n\t\t\t#define REQUIRE_DEPTH_TEXTURE\n\t\t\t\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
Node: Add, DistortUV\n\t\t\tvoid Unity_Add_float2(float2 A, float2 B, out float2
Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Power\n\t\t\tvoid
Unity_Power_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= pow(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply, Feather Step\n\t\t\tvoid
Unity_Multiply_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t Out
= A * B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate, SoftParticle\n\t\t\tvoid
Unity_Saturate_float(float In, out float Out)\n\t\t\t{\n\t\t\t Out = saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner, DistortUV\n\t\t\tvoid Unity_Multiply_float(float2 A, float2 B,
out float2 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tvoid Unity_Fraction_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t
Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Panner\n\t\t\tvoid Unity_Subtract_float2(float2
A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Panner\n\t\t\tstruct Bindings_Panner_1224b3d01b774ba44839d1987de812cf\n\t\t\t{\n\t\t\t
float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_Panner_1224b3d01b774ba44839d1987de812cf(float2
Vector2_352758C, float2 Vector2_F7669A8, Bindings_Panner_1224b3d01b774ba44839d1987de812cf
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_53EDD1C7_Out_0 =
Vector2_352758C;\n\t\t\t float2 _Property_A1AAFDED_Out_0 = Vector2_F7669A8;\n\t\t\t
float2 _Multiply_4534B203_Out_2;\n\t\t\t Unity_Multiply_float(_Property_A1AAFDED_Out_0,
(IN.TimeParameters.x.xx), _Multiply_4534B203_Out_2);\n\t\t\t float2 _Fraction_2188FC18_Out_1;\n\t\t\t
Unity_Fraction_float2(_Multiply_4534B203_Out_2, _Fraction_2188FC18_Out_1);\n\t\t\t
float2 _Subtract_E35057A4_Out_2;\n\t\t\t Unity_Subtract_float2(_Property_53EDD1C7_Out_0,
_Fraction_2188FC18_Out_1, _Subtract_E35057A4_Out_2);\n\t\t\t UV_1 = _Subtract_E35057A4_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tvoid Unity_Remap_float2(float2 In, float2 InMinMax,
float2 OutMinMax, out float2 Out)\n\t\t\t{\n\t\t\t Out = OutMinMax.x + (In
- InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: DistortUV\n\t\t\tstruct Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(float2 Vector2_1F9DD4DE, float2
Vector2_8964FCF, float2 Vector2_2116C7F9, TEXTURE2D_PARAM(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF), float4 Texture2D_EE616DFF_TexelSize, Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
IN, out float2 UV_1)\n\t\t\t{\n\t\t\t float2 _Property_70E8EE1E_Out_0 =
Vector2_1F9DD4DE;\n\t\t\t float2 _Property_4425B43B_Out_0 = Vector2_2116C7F9;\n\t\t\t
float4 _SampleTexture2D_78F057A0_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_EE616DFF,
samplerTexture2D_EE616DFF, _Property_4425B43B_Out_0);\n\t\t\t float _SampleTexture2D_78F057A0_R_4
= _SampleTexture2D_78F057A0_RGBA_0.r;\n\t\t\t float _SampleTexture2D_78F057A0_G_5
= _SampleTexture2D_78F057A0_RGBA_0.g;\n\t\t\t float _SampleTexture2D_78F057A0_B_6
= _SampleTexture2D_78F057A0_RGBA_0.b;\n\t\t\t float _SampleTexture2D_78F057A0_A_7
= _SampleTexture2D_78F057A0_RGBA_0.a;\n\t\t\t float2 _Vector2_A3C57E04_Out_0
= float2(_SampleTexture2D_78F057A0_R_4, _SampleTexture2D_78F057A0_G_5);\n\t\t\t
float2 _Remap_41670B4C_Out_3;\n\t\t\t Unity_Remap_float2(_Vector2_A3C57E04_Out_0,
float2 (0, 1), float2 (-1, 1), _Remap_41670B4C_Out_3);\n\t\t\t float2 _Property_67D72C91_Out_0
= Vector2_8964FCF;\n\t\t\t float2 _Multiply_8F67594_Out_2;\n\t\t\t Unity_Multiply_float(_Remap_41670B4C_Out_3,
_Property_67D72C91_Out_0, _Multiply_8F67594_Out_2);\n\t\t\t float2 _Add_AF7ED82E_Out_2;\n\t\t\t
Unity_Add_float2(_Property_70E8EE1E_Out_0, _Multiply_8F67594_Out_2, _Add_AF7ED82E_Out_2);\n\t\t\t
UV_1 = _Add_AF7ED82E_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Saturate\n\t\t\tvoid
Unity_Saturate_float2(float2 In, out float2 Out)\n\t\t\t{\n\t\t\t Out =
saturate(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Multiply\n\t\t\tvoid Unity_Multiply_float(float3
A, float3 B, out float3 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: One Minus\n\t\t\tvoid Unity_OneMinus_float(float In, out float Out)\n\t\t\t{\n\t\t\t
Out = 1 - In;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tvoid Unity_SceneDepth_Eye_float(float4
UV, out float Out)\n\t\t\t{\n\t\t\t Out = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH(UV.xy),
_ZBufferParams);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b\n\t\t\t{\n\t\t\t float4
ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
IN, out float depth_1)\n\t\t\t{\n\t\t\t float4 _ScreenPosition_4A338A69_Out_0
= IN.ScreenPosition;\n\t\t\t float _Split_E29E317D_R_1 = _ScreenPosition_4A338A69_Out_0[0];\n\t\t\t
float _Split_E29E317D_G_2 = _ScreenPosition_4A338A69_Out_0[1];\n\t\t\t float
_Split_E29E317D_B_3 = _ScreenPosition_4A338A69_Out_0[2];\n\t\t\t float _Split_E29E317D_A_4
= _ScreenPosition_4A338A69_Out_0[3];\n\t\t\t depth_1 = _Split_E29E317D_A_4;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle, Feather Step\n\t\t\tvoid Unity_Subtract_float(float A,
float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: SoftParticle\n\t\t\tvoid Unity_Maximum_float(float A, float B, out float
Out)\n\t\t\t{\n\t\t\t Out = max(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
SoftParticle\n\t\t\tvoid Unity_Divide_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A / B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle, Feather Step\n\t\t\tvoid
Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out)\n\t\t\t{\n\t\t\t
Out = smoothstep(Edge1, Edge2, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: SoftParticle\n\t\t\tstruct
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1\n\t\t\t{\n\t\t\t
float4 ScreenPosition;\n\t\t\t};\n\t\t\t\n\t\t\tvoid SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(float
Vector1_1E6191B, Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 IN,
out float Opacity_1)\n\t\t\t{\n\t\t\t float _SceneDepth_D8E0E50A_Out_1;\n\t\t\t
Unity_SceneDepth_Eye_float(float4(IN.ScreenPosition.xy / IN.ScreenPosition.w,
0, 0), _SceneDepth_D8E0E50A_Out_1);\n\t\t\t Bindings_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b
_PixelDepth_64AD2AD5;\n\t\t\t _PixelDepth_64AD2AD5.ScreenPosition = IN.ScreenPosition;\n\t\t\t
float _PixelDepth_64AD2AD5_depth_1;\n\t\t\t SG_PixelDepth_a4fd51fa728c5ac4692b174c7430f87b(_PixelDepth_64AD2AD5,
_PixelDepth_64AD2AD5_depth_1);\n\t\t\t float _Subtract_7C133200_Out_2;\n\t\t\t
Unity_Subtract_float(_SceneDepth_D8E0E50A_Out_1, _PixelDepth_64AD2AD5_depth_1,
_Subtract_7C133200_Out_2);\n\t\t\t float _Property_4EA7E65F_Out_0 = Vector1_1E6191B;\n\t\t\t
float _Maximum_87E9B207_Out_2;\n\t\t\t Unity_Maximum_float(_Property_4EA7E65F_Out_0,
0.001, _Maximum_87E9B207_Out_2);\n\t\t\t float _Divide_A3A47144_Out_2;\n\t\t\t
Unity_Divide_float(_Subtract_7C133200_Out_2, _Maximum_87E9B207_Out_2, _Divide_A3A47144_Out_2);\n\t\t\t
float _Smoothstep_254B27B2_Out_3;\n\t\t\t Unity_Smoothstep_float(0, 1, _Divide_A3A47144_Out_2,
_Smoothstep_254B27B2_Out_3);\n\t\t\t float _Saturate_3A4F4D3C_Out_1;\n\t\t\t
Unity_Saturate_float(_Smoothstep_254B27B2_Out_3, _Saturate_3A4F4D3C_Out_1);\n\t\t\t
Opacity_1 = _Saturate_3A4F4D3C_Out_1;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather
Step\n\t\t\tvoid Unity_Add_float(float A, float B, out float Out)\n\t\t\t{\n\t\t\t
Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather Step\n\t\t\tstruct Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC, float
Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t\t float _Subtract_583838FC_Out_2;\n\t\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t\t
float _Add_2CD18BB_Out_2;\n\t\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\tstruct
SG_Input_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float4 ScreenPosition;\n\t\t\t
half4 uv0;\n\t\t\t float3 TimeParameters;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
SG_Output_b0fc71eacd48a9f43947c48d630a7ca2\n\t\t\t{\n\t\t\t float3 Color_6;\n\t\t\t
float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_b0fc71eacd48a9f43947c48d630a7ca2
SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(\n\t\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
IN,\n\t\t\t /* Property: DistortOffsetUV */ float2 DistortOffsetUV,\n\t\t\t
/* Property: DeformExponent */ float DeformExponent,\n\t\t\t /* Property:
DeformScale */ float DeformScale,\n\t\t\t /* Property: ParticleColor */
float3 ParticleColor,\n\t\t\t /* Property: ParticleAlpha */ float ParticleAlpha,\n\t\t\t
/* Property: FireSpeed */ float2 FireSpeed,\n\t\t\t /* Property: BaseOffsetUV
*/ float2 BaseOffsetUV,\n\t\t\t /* Property: Threshold */ float Threshold,\n\t\t\t
/* Property: Feather */ float Feather)\n\t\t\t{\n\t\t\t // Node: Property\n\t\t\t
float3 _Property_5729E0B1_Out_0 = ParticleColor;\n\t\t\t\n\t\t\t // Node:
UV\n\t\t\t float4 _UV_4279E0C7_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t // Node:
Split\n\t\t\t float _Split_274EE367_R_1 = _UV_4279E0C7_Out_0[0];\n\t\t\t
float _Split_274EE367_G_2 = _UV_4279E0C7_Out_0[1];\n\t\t\t float _Split_274EE367_B_3
= _UV_4279E0C7_Out_0[2];\n\t\t\t float _Split_274EE367_A_4 = _UV_4279E0C7_Out_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_8ACD3440_Out_0 = float2(_Split_274EE367_R_1,
_Split_274EE367_G_2);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t float2
_Property_2E95E2D3_Out_0 = BaseOffsetUV;\n\t\t\t\n\t\t\t // Node: Add\n\t\t\t
float2 _Add_EEF91B7C_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_2E95E2D3_Out_0, _Add_EEF91B7C_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_70B919A5_Out_0 = DeformExponent;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_5A7BC83_Out_2;\n\t\t\t Unity_Power_float(_Split_274EE367_G_2,
_Property_70B919A5_Out_0, _Power_5A7BC83_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float _Property_73BBDEB5_Out_0 = DeformScale;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_38A02C91_Out_2;\n\t\t\t Unity_Multiply_float(_Power_5A7BC83_Out_2,
_Property_73BBDEB5_Out_0, _Multiply_38A02C91_Out_2);\n\t\t\t\n\t\t\t //
Node: Saturate\n\t\t\t float _Saturate_85507911_Out_1;\n\t\t\t Unity_Saturate_float(_Multiply_38A02C91_Out_2,
_Saturate_85507911_Out_1);\n\t\t\t\n\t\t\t // Node: Property\n\t\t\t
float2 _Property_279F561F_Out_0 = DistortOffsetUV;\n\t\t\t\n\t\t\t // Node:
Add\n\t\t\t float2 _Add_100415F0_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_8ACD3440_Out_0,
_Property_279F561F_Out_0, _Add_100415F0_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float2 _Property_A8A1AD38_Out_0 = FireSpeed;\n\t\t\t\n\t\t\t
// Node: Panner\n\t\t\t Bindings_Panner_1224b3d01b774ba44839d1987de812cf
_Panner_9656768F;\n\t\t\t _Panner_9656768F.TimeParameters = IN.TimeParameters;\n\t\t\t
float2 _Panner_9656768F_UV_1;\n\t\t\t SG_Panner_1224b3d01b774ba44839d1987de812cf(_Add_100415F0_Out_2,
_Property_A8A1AD38_Out_0, _Panner_9656768F, _Panner_9656768F_UV_1);\n\t\t\t\n\t\t\t
// Node: DistortUV\n\t\t\t Bindings_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8
_DistortUV_2C72FFF1;\n\t\t\t float2 _DistortUV_2C72FFF1_UV_1;\n\t\t\t
SG_DistortUV_2d908599e21b6aa4b8bde168e6bb8ec8(_Add_EEF91B7C_Out_2, (_Saturate_85507911_Out_1.xx),
_Panner_9656768F_UV_1, TEXTURE2D_ARGS(_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232,
sampler_DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232), _DistortUV_2C72FFF1_Texture2DEE616DFF_3994782232_TexelSize,
_DistortUV_2C72FFF1, _DistortUV_2C72FFF1_UV_1);\n\t\t\t\n\t\t\t // Node:
Saturate\n\t\t\t float2 _Saturate_91DC8C66_Out_1;\n\t\t\t Unity_Saturate_float2(_DistortUV_2C72FFF1_UV_1,
_Saturate_91DC8C66_Out_1);\n\t\t\t\n\t\t\t // Node: Sample Texture 2D\n\t\t\t
float4 _SampleTexture2D_4A9BDF8B_RGBA_0 = SAMPLE_TEXTURE2D(_SampleTexture2D_4A9BDF8B_Texture_1,
sampler_SampleTexture2D_4A9BDF8B_Texture_1, _Saturate_91DC8C66_Out_1);\n\t\t\t
float _SampleTexture2D_4A9BDF8B_R_4 = _SampleTexture2D_4A9BDF8B_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_G_5 = _SampleTexture2D_4A9BDF8B_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_B_6 = _SampleTexture2D_4A9BDF8B_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_4A9BDF8B_A_7 = _SampleTexture2D_4A9BDF8B_RGBA_0.a;\n\t\t\t\n\t\t\t
// Node: Power\n\t\t\t float _Power_BD5460B3_Out_2;\n\t\t\t Unity_Power_float(_SampleTexture2D_4A9BDF8B_A_7,
2, _Power_BD5460B3_Out_2);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float3 _Multiply_1706C03F_Out_2;\n\t\t\t Unity_Multiply_float(_Property_5729E0B1_Out_0,
(_Power_BD5460B3_Out_2.xxx), _Multiply_1706C03F_Out_2);\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_7F03C9CB_Out_0 = ParticleAlpha;\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1590AA8C_Out_1;\n\t\t\t Unity_OneMinus_float(_Split_274EE367_G_2,
_OneMinus_1590AA8C_Out_1);\n\t\t\t\n\t\t\t // Node: SoftParticle\n\t\t\t
Bindings_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1 _SoftParticle_D39EB39F;\n\t\t\t
_SoftParticle_D39EB39F.ScreenPosition = IN.ScreenPosition;\n\t\t\t float
_SoftParticle_D39EB39F_Opacity_1;\n\t\t\t SG_SoftParticle_30b7e1d9500bb7e4c8d0ae6c56a9e9a1(1,
_SoftParticle_D39EB39F, _SoftParticle_D39EB39F_Opacity_1);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_4ECA24BB_Out_2;\n\t\t\t Unity_Multiply_float(_OneMinus_1590AA8C_Out_1,
_SoftParticle_D39EB39F_Opacity_1, _Multiply_4ECA24BB_Out_2);\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_F9DB30E5_Out_2;\n\t\t\t Unity_Multiply_float(_Property_7F03C9CB_Out_0,
_Multiply_4ECA24BB_Out_2, _Multiply_F9DB30E5_Out_2);\n\t\t\t\n\t\t\t //
Node: Multiply\n\t\t\t float _Multiply_93F268F9_Out_2;\n\t\t\t Unity_Multiply_float(_SampleTexture2D_4A9BDF8B_A_7,
_Multiply_F9DB30E5_Out_2, _Multiply_93F268F9_Out_2);\n\t\t\t\n\t\t\t //
Node: Property\n\t\t\t float _Property_5F6A51F7_Out_0 = Threshold;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_62A4D7A0_Out_0 = Feather;\n\t\t\t\n\t\t\t
// Node: Feather Step\n\t\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_5C0A75C8;\n\t\t\t float _FeatherStep_5C0A75C8_OutVector4_1;\n\t\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_93F268F9_Out_2, _Property_5F6A51F7_Out_0,
_Property_62A4D7A0_Out_0, _FeatherStep_5C0A75C8, _FeatherStep_5C0A75C8_OutVector4_1);\n\t\t\t\n\t\t\t
// Node: One Minus\n\t\t\t float _OneMinus_1C63F447_Out_1;\n\t\t\t Unity_OneMinus_float(_OneMinus_1590AA8C_Out_1,
_OneMinus_1C63F447_Out_1);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t
float _Multiply_8DEC96D7_Out_2;\n\t\t\t Unity_Multiply_float(_FeatherStep_5C0A75C8_OutVector4_1,
_OneMinus_1C63F447_Out_1, _Multiply_8DEC96D7_Out_2);\n\t\t\t\n\t\t\t //
Visual Effect Master\n\t\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2
OUT;\n\t\t\t OUT.Color_6 = _Multiply_1706C03F_Out_2;\n\t\t\t OUT.Alpha_4
= _Multiply_8DEC96D7_Out_2;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\t\t#endif\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tps_output frag(ps_input i)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tps_output
o = (ps_output)0;\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\t\n\t\t\t\t\t\t\tfloat3
normalWS = 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 = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\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#if
VFX_SHADERGRAPH\n\t\t float2 DistortOffsetUV = i.DistortOffsetUV;float
DeformExponent = i.DeformExponent;float DeformScale = i.DeformScale;float ParticleAlpha
= i.ParticleAlpha;float2 FireSpeed = i.FireSpeed;float2 BaseOffsetUV = i.BaseOffsetUV;float
Threshold = i.Threshold;float Feather = i.Feather;\n\t\t \n\t\t
//Call Shader Graph\n\t\t SG_Input_b0fc71eacd48a9f43947c48d630a7ca2
INSG = (SG_Input_b0fc71eacd48a9f43947c48d630a7ca2)0;\n\t\t float3 posRelativeWS
= VFXGetPositionRWS(i.VFX_VARYING_POSWS);\n\t\t float3 posAbsoluteWS
= VFXGetPositionAWS(i.VFX_VARYING_POSWS);\n\t\t INSG.ScreenPosition
= ComputeScreenPos(VFXTransformPositionWorldToClip(i.VFX_VARYING_POSWS), _ProjectionParams.x);\n\t\t
INSG.uv0.xy = i.uv;\n\t\t INSG.TimeParameters = _TimeParameters.xyz;\n\t\t
\n\t\t SG_Output_b0fc71eacd48a9f43947c48d630a7ca2 OUTSG = SG_Evaluate_b0fc71eacd48a9f43947c48d630a7ca2(INSG,DistortOffsetUV,
DeformExponent, DeformScale, ParticleColor, ParticleAlpha, FireSpeed, BaseOffsetUV,
Threshold, Feather);\n\t\t \n\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t
o.color.rgb = OUTSG.Color_6.rgb;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t o.color.a = OUTSG.Alpha_4;\n\t\t
#endif\n\t\t#else\n\t\t\t\n\t\t\t\t#define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i)\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tfloat4
color = VFXGetFragmentColor(i);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifndef VFX_TEXTURE_COLOR\n\t\t\t\t\t\t\t#define
VFX_TEXTURE_COLOR float4(1.0,1.0,1.0,1.0)\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_DEFAULT\n\t\t\t\t\t\t\to.color = color * VFX_TEXTURE_COLOR;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_COLORMAPPING_GRADIENTMAPPED\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\to.color = SampleGradient(gradient,
VFX_TEXTURE_COLOR.a * color.a) * float4(color.rgb,1.0);\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\to.color
= VFXApplyPreExposure(o.color, i);\n\t\t#endif\n\t\t\n\t\t\t\to.color = 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\to.color = VFXTransformFinalColor(o.color);\n\t\t\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\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#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\to.outMotionVector = encodedMotionVector;\n\t\t
o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f;
//Independant clipping for motion vector pass\n\t\t#endif\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Smoke]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_VELOCITY_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n float uniform_c;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 velocity;\n uint seed;\n float angleZ;\n
float lifetime;\n uint particleId;\n float texIndex;\n float3 position;\n
bool alive;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n
uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint
nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV
to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint> eventList;\r\nByteAddressBuffer
inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
SetAttribute_E6295C0(inout float3 velocity, inout uint seed, float3 A, float3
B) /*attribute:velocity Composition:Overwrite Source:Slot Random:PerComponent
channels:XYZ */\n{\n velocity = lerp(A,B,RAND3);\n}\nvoid SetAttribute_AA7D638(inout
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Add Source:Slot
Random:Off channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid SetAttribute_48A7C211(inout
float angleZ, inout uint seed, float A, float B) /*attribute:angle Composition:Overwrite
Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(A.x,B.x,RAND);\n}\nvoid
SetAttribute_F01429A3(inout float lifetime, inout uint seed, float A, float
B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
*/\n{\n lifetime = lerp(A,B,RAND);\n}\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.velocity = float3(0, 0, 0);\n attributes.seed = (uint)0;\n
attributes.angleZ = (float)0;\n attributes.lifetime = (float)1;\n
attributes.particleId = (uint)0;\n attributes.texIndex = (float)0;\n
attributes.position = float3(0, 0, 0);\n attributes.alive = (bool)true;\n
attributes.age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n SetAttribute_E6295C0(
/*inout */attributes.velocity, /*inout */attributes.seed, float3(-0.100000001,
1, -0.100000001), float3(0.100000001, 1.5, 0.100000001));\n }\n
{\n uint tmp_bb = attributes.particleId ^ asuint(uniform_c);\n
float tmp_bc = FixedRand(tmp_bb);\n float tmp_bd = uniform_b + tmp_bc;\n
float2 tmp_bg = GeneratePerlinNoise(tmp_bd, float3(0.25, 0.5, 2).x, (int)3,
float3(0.25, 0.5, 2).y, float3(0.25, 0.5, 2).z);\n float tmp_bh
= tmp_bg[0];\n float tmp_bj = tmp_bh - (float)-1;\n float
tmp_bl = tmp_bj / (float)2;\n float3 tmp_bm = float3(tmp_bl, tmp_bl,
tmp_bl);\n float3 tmp_bo = tmp_bm * float3(2, -1, 0);\n
float3 tmp_bp = float3(1, 1, 0) + tmp_bo;\n float3 tmp_br = tmp_bp
* float3(0.100000001, 0.100000001, 0.100000001);\n SetAttribute_AA7D638(
/*inout */attributes.velocity, tmp_br);\n }\n {\n
SetAttribute_48A7C211( /*inout */attributes.angleZ, /*inout */attributes.seed,
(float)0, (float)360);\n }\n {\n SetAttribute_F01429A3(
/*inout */attributes.lifetime, /*inout */attributes.seed, (float)4, (float)5.5);\n
}\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif
\r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n
uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(attributes.angleZ));\n
attributeBuffer.Store((index * 0x1 + 0xA0) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x1 + 0xC0) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x3 + 0xE0) << 2,asuint(attributes.texIndex));\n
attributeBuffer.Store3((index * 0x4 + 0x140) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x3 + 0xE1) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x3 + 0xE2) << 2,asuint(attributes.age));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[Smoke]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_VELOCITY_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
VFX_LOCAL_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_b;\n float uniform_c;\n float uniform_d;\n float
deltaTime_a;\n uint PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 velocity;\n float lifetime;\n uint particleId;\n float mass;\n
float texIndex;\n float3 position;\n bool alive;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Force_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 FlipbookPlay_0(inout float texIndex, float FrameRate,
float deltaTime) /*mode:Constant */\n{\n texIndex += FrameRate * deltaTime;\n}\nvoid
EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n
position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n
age += deltaTime;\n}\nvoid Reap(float age, float lifetime, inout bool alive)\n{\n
if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xE1) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xA0) << 2));\n\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0xC0) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE0) << 2));\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x140) << 2));\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE2) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t uint tmp_bd = attributes.particleId
^ asuint(uniform_d);\n\t\t\t float tmp_be = FixedRand(tmp_bd);\n\t\t\t
float tmp_bf = uniform_c + tmp_be;\n\t\t\t float2 tmp_bi = GeneratePerlinNoise(tmp_bf,
float3(0.25, 0.5, 2).x, (int)3, float3(0.25, 0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t\t
float tmp_bj = tmp_bi[0];\n\t\t\t float tmp_bl = tmp_bj - (float)-1;\n\t\t\t
float tmp_bn = tmp_bl / (float)2;\n\t\t\t float3 tmp_bo = float3(tmp_bn,
tmp_bn, tmp_bn);\n\t\t\t float3 tmp_bq = tmp_bo * float3(2, -1, 0);\n\t\t\t
float3 tmp_br = float3(1, 1, 0) + tmp_bq;\n\t\t\t float3 tmp_bs = mul((float3x3)uniform_b,
tmp_br);\n\t\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_bs, (float)0.200000003, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t FlipbookPlay_0(
/*inout */attributes.texIndex, (float)18, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE0) << 2,asuint(attributes.texIndex));\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x140) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE2) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xE1) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xA0) << 2));\n\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0xC0) << 2));\n\t\tattributes.mass =
(float)1;\n\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index *
0x3 + 0xE0) << 2));\n\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x140) << 2));\n\t\tattributes.alive = (attributeBuffer.Load((index
* 0x3 + 0xE1) << 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE2) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
uint tmp_bd = attributes.particleId ^ asuint(uniform_d);\n\t\t float tmp_be
= FixedRand(tmp_bd);\n\t\t float tmp_bf = uniform_c + tmp_be;\n\t\t float2
tmp_bi = GeneratePerlinNoise(tmp_bf, float3(0.25, 0.5, 2).x, (int)3, float3(0.25,
0.5, 2).y, float3(0.25, 0.5, 2).z);\n\t\t float tmp_bj = tmp_bi[0];\n\t\t
float tmp_bl = tmp_bj - (float)-1;\n\t\t float tmp_bn = tmp_bl / (float)2;\n\t\t
float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t float3 tmp_bq = tmp_bo
* float3(2, -1, 0);\n\t\t float3 tmp_br = float3(1, 1, 0) + tmp_bq;\n\t\t
float3 tmp_bs = mul((float3x3)uniform_b, tmp_br);\n\t\t Force_1( /*inout
*/attributes.velocity, attributes.mass, tmp_bs, (float)0.200000003, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
FlipbookPlay_0( /*inout */attributes.texIndex, (float)18, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *
0x4 + 0x0) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE0) << 2,asuint(attributes.texIndex));\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x140) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE1) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xE2) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[Smoke]Output Particle Lit Octagon'
source: "Shader \"Hidden/VFX/BonFire/Smoke/Output Particle Lit Octagon\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+0\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
One OneMinusSrcAlpha \n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define
NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL
(0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION
(2)\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_POSITION_CURRENT
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define
VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT
1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
1\n\t\t#define VFX_SHADERGRAPH 1\n\t\t#define HAS_SHADERGRAPH_PARAM_BASECOLOR
1\n\t\t#define HAS_SHADERGRAPH_PARAM_ALPHA 1\n\t\t#define HAS_SHADERGRAPH_PARAM_METALLIC
1\n\t\t#define HAS_SHADERGRAPH_PARAM_SMOOTHNESS 1\n\t\t#define HAS_SHADERGRAPH_PARAM_EMISSIVE
1\n\t\t#define HAS_SHADERGRAPH_PARAM_NORMAL 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_GBUFFER
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_GBUFFER 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_FORWARD
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_FORWARD 1\n\t\t#define SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY
1\n\t\t#define SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY 1\n\t\t#define HDRP_LIT
1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define FORCE_NORMAL_VARYING 1\n\t\t#define
VFX_PRIMITIVE_OCTAGON 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Size_b;\n\t\t float4 uniform_d;\n\t\t float4 uniform_e;\n\t\t
float4 uniform_f;\n\t\t float Color_c;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float angleZ;\n\t\t float lifetime;\n\t\t
float texIndex;\n\t\t float3 position;\n\t\t float3 color;\n\t\t float
alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t
float3 axisZ;\n\t\t float angleX;\n\t\t float angleY;\n\t\t float
pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t
float scaleX;\n\t\t float scaleY;\n\t\t float scaleZ;\n\t\t float
age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
SmokeTexture;\n\t\tSamplerState samplerSmokeTexture;\n\t\tfloat4 SmokeTexture_TexelSize;\n\t\tTexture2D
SmokeNormal;\n\t\tSamplerState samplerSmokeNormal;\n\t\tfloat4 SmokeNormal_TexelSize;\n\t\tTexture2D
_SampleTexture2D_E155AE1_Texture_1;\n\t\tSamplerState sampler_SampleTexture2D_E155AE1_Texture_1;\n\t\tfloat4
_SampleTexture2D_E155AE1_Texture_1_TexelSize;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR
(VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if HAS_STRIPS\n\t\t#define
VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION
nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint> indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if
USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\t#if
HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD
|| USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#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\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\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#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\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\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\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\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\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 VFX_OPTIONAL_INTERPOLATION float Distort : NORMAL0;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float texIndex : NORMAL1;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float Threshold : NORMAL2;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float Feather
: NORMAL3;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float particleAlpha : NORMAL4;\n\t\t\t
VFX_OPTIONAL_INTERPOLATION float3 particleColor : NORMAL5;\n\t\t\t VFX_OPTIONAL_INTERPOLATION
float2 Flipbook_Count : NORMAL6;\n\t\t\t VFX_OPTIONAL_INTERPOLATION float
NormalMapStrength : NORMAL7;\n\t\t\t \n\n\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 NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\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
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\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\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 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
Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE
// Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_48A86161(inout
float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color
Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = age /
lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\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.angleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x140) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x3 + 0xE1) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xE1) << 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.angleZ
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\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.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_4(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.316128999;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t normalBendingFactor = (float)0.370547414;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\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 float Distort__ = (float)0;{\n\t\t\t float tmp_bg = attributes.age
/ attributes.lifetime;\n\t\t\t float tmp_bh = SampleCurve(uniform_d,tmp_bg);\n\t\t\t
\n\t\t\t Distort__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Distort = Distort__;float
texIndex__ = (float)0;{\n\t\t\t texIndex__ = attributes.texIndex;\n\t\t\t
}\n\t\t\t o.texIndex = texIndex__;float Threshold__ = (float)0;{\n\t\t\t
float tmp_bg = attributes.age / attributes.lifetime;\n\t\t\t float tmp_bh
= SampleCurve(uniform_e,tmp_bg);\n\t\t\t \n\t\t\t Threshold__
= tmp_bh;\n\t\t\t }\n\t\t\t o.Threshold = Threshold__;float Feather__
= (float)0;{\n\t\t\t float tmp_bg = attributes.age / attributes.lifetime;\n\t\t\t
float tmp_bh = SampleCurve(uniform_f,tmp_bg);\n\t\t\t \n\t\t\t
Feather__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Feather = Feather__;float particleAlpha__
= (float)0;{\n\t\t\t particleAlpha__ = attributes.alpha;\n\t\t\t
}\n\t\t\t o.particleAlpha = particleAlpha__;float3 particleColor__ = (float3)0;{\n\t\t\t
particleColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.particleColor
= particleColor__;float2 Flipbook_Count__ = (float2)0;{\n\t\t\t \n\t\t\t
Flipbook_Count__ = float2(8, 8);\n\t\t\t }\n\t\t\t o.Flipbook_Count =
Flipbook_Count__;float NormalMapStrength__ = (float)0;{\n\t\t\t \n\t\t\t
NormalMapStrength__ = (float)0.146143496;\n\t\t\t }\n\t\t\t o.NormalMapStrength
= NormalMapStrength__;\n\n\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\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#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\n\t\t\t\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t\t\t\t#ifndef
SHADERPASS\n\t\t\t\t\t#error Shaderpass should be defined at this stage.\n\t\t\t\t\t#endif\n\t\t\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t\t//
Node: Multiply, Sample Flipbook Blend\n\t\t\tvoid Unity_Multiply_float(float2
A, float2 B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Add, Sample Flipbook Blend\n\t\t\tvoid Unity_Add_float2(float2 A, float2
B, out float2 Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend\n\t\t\tvoid Unity_Reciprocal_float2(float2 In,
out float2 Out)\n\t\t\t{\n\t\t\t Out = 1.0/In;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend\n\t\t\tvoid Unity_Floor_float(float In, out float
Out)\n\t\t\t{\n\t\t\t Out = floor(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
Sample Flipbook Blend\n\t\t\tvoid Unity_Modulo_float(float A, float B, out
float Out)\n\t\t\t{\n\t\t\t Out = fmod(A, B);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend, Feather Step\n\t\t\tvoid Unity_Subtract_float(float
A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = A - B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend, Multiply, Feather Step\n\t\t\tvoid Unity_Multiply_float(float
A, float B, out float Out)\n\t\t\t{\n\t\t\t Out = A * B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend\n\t\t\tstruct Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FlipbookUV_6104e63c66918e946897cb428a5fe38b(float2 Vector2_8147371F, float2
Vector2_DFA28278, float Vector1_7E741A5C, Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b
IN, out float2 OutVector4_1)\n\t\t\t{\n\t\t\t float2 _Property_3F7539D_Out_0
= Vector2_DFA28278;\n\t\t\t float2 _Reciprocal_218DA11F_Out_1;\n\t\t\t
Unity_Reciprocal_float2(_Property_3F7539D_Out_0, _Reciprocal_218DA11F_Out_1);\n\t\t\t
float2 _Property_594FCCED_Out_0 = Vector2_8147371F;\n\t\t\t float _Property_527CA209_Out_0
= Vector1_7E741A5C;\n\t\t\t float _Floor_4A6D8762_Out_1;\n\t\t\t Unity_Floor_float(_Property_527CA209_Out_0,
_Floor_4A6D8762_Out_1);\n\t\t\t float _Split_69C2FC7B_R_1 = _Property_3F7539D_Out_0[0];\n\t\t\t
float _Split_69C2FC7B_G_2 = _Property_3F7539D_Out_0[1];\n\t\t\t float _Split_69C2FC7B_B_3
= 0;\n\t\t\t float _Split_69C2FC7B_A_4 = 0;\n\t\t\t float _Modulo_3CD9E2E1_Out_2;\n\t\t\t
Unity_Modulo_float(_Floor_4A6D8762_Out_1, _Split_69C2FC7B_R_1, _Modulo_3CD9E2E1_Out_2);\n\t\t\t
float _Subtract_605FBB6_Out_2;\n\t\t\t Unity_Subtract_float(_Split_69C2FC7B_G_2,
1, _Subtract_605FBB6_Out_2);\n\t\t\t float _Split_4F35479F_R_1 = _Reciprocal_218DA11F_Out_1[0];\n\t\t\t
float _Split_4F35479F_G_2 = _Reciprocal_218DA11F_Out_1[1];\n\t\t\t float
_Split_4F35479F_B_3 = 0;\n\t\t\t float _Split_4F35479F_A_4 = 0;\n\t\t\t
float _Multiply_BA5EC8F9_Out_2;\n\t\t\t Unity_Multiply_float(_Floor_4A6D8762_Out_1,
_Split_4F35479F_R_1, _Multiply_BA5EC8F9_Out_2);\n\t\t\t float _Floor_1F4056C9_Out_1;\n\t\t\t
Unity_Floor_float(_Multiply_BA5EC8F9_Out_2, _Floor_1F4056C9_Out_1);\n\t\t\t
float _Subtract_3C08BEF7_Out_2;\n\t\t\t Unity_Subtract_float(_Subtract_605FBB6_Out_2,
_Floor_1F4056C9_Out_1, _Subtract_3C08BEF7_Out_2);\n\t\t\t float2 _Vector2_900E9BA2_Out_0
= float2(_Modulo_3CD9E2E1_Out_2, _Subtract_3C08BEF7_Out_2);\n\t\t\t float2
_Add_96211191_Out_2;\n\t\t\t Unity_Add_float2(_Property_594FCCED_Out_0,
_Vector2_900E9BA2_Out_0, _Add_96211191_Out_2);\n\t\t\t float2 _Multiply_12ADA773_Out_2;\n\t\t\t
Unity_Multiply_float(_Reciprocal_218DA11F_Out_1, _Add_96211191_Out_2, _Multiply_12ADA773_Out_2);\n\t\t\t
OutVector4_1 = _Multiply_12ADA773_Out_2;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Sample
Flipbook Blend\n\t\t\tstruct Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(float2 Vector2_97894EFB,
TEXTURE2D_PARAM(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), float4 Texture2D_ED6436C5_TexelSize,
float2 Vector2_BE1CAE85, float Vector1_90929CDE, Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7
IN, out float4 Value_1)\n\t\t\t{\n\t\t\t float2 _Property_2F68E8FA_Out_0
= Vector2_97894EFB;\n\t\t\t float2 _Property_779EE0E0_Out_0 = Vector2_BE1CAE85;\n\t\t\t
float _Property_188EA6CC_Out_0 = Vector1_90929CDE;\n\t\t\t Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b
_FlipbookUV_BC436865;\n\t\t\t float2 _FlipbookUV_BC436865_OutVector4_1;\n\t\t\t
SG_FlipbookUV_6104e63c66918e946897cb428a5fe38b(_Property_2F68E8FA_Out_0, _Property_779EE0E0_Out_0,
_Property_188EA6CC_Out_0, _FlipbookUV_BC436865, _FlipbookUV_BC436865_OutVector4_1);\n\t\t\t
float4 _SampleTexture2D_CAA38CD7_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_ED6436C5,
samplerTexture2D_ED6436C5, _FlipbookUV_BC436865_OutVector4_1);\n\t\t\t float
_SampleTexture2D_CAA38CD7_R_4 = _SampleTexture2D_CAA38CD7_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_CAA38CD7_G_5 = _SampleTexture2D_CAA38CD7_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_CAA38CD7_B_6 = _SampleTexture2D_CAA38CD7_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_CAA38CD7_A_7 = _SampleTexture2D_CAA38CD7_RGBA_0.a;\n\t\t\t
Value_1 = _SampleTexture2D_CAA38CD7_RGBA_0;\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
Sample Flipbook Blend, Feather Step\n\t\t\tvoid Unity_Add_float(float A, float
B, out float Out)\n\t\t\t{\n\t\t\t Out = A + B;\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend\n\t\t\tvoid Unity_Fraction_float(float In, out
float Out)\n\t\t\t{\n\t\t\t Out = frac(In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node:
Sample Flipbook Blend\n\t\t\tvoid Unity_Lerp_float4(float4 A, float4 B, float4
T, out float4 Out)\n\t\t\t{\n\t\t\t Out = lerp(A, B, T);\n\t\t\t}\n\t\t\t\n\t\t\t//
Node: Sample Flipbook Blend\n\t\t\tstruct Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(float2 Vector2_97894EFB,
TEXTURE2D_PARAM(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), float4 Texture2D_ED6436C5_TexelSize,
float2 Vector2_BE1CAE85, float Vector1_90929CDE, Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7
IN, out float4 Value_1)\n\t\t\t{\n\t\t\t float2 _Property_EAC0489F_Out_0
= Vector2_97894EFB;\n\t\t\t float2 _Property_81895880_Out_0 = Vector2_BE1CAE85;\n\t\t\t
float _Property_1DA8B43A_Out_0 = Vector1_90929CDE;\n\t\t\t Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7
_SampleFlipbook_A8FA3D24;\n\t\t\t float4 _SampleFlipbook_A8FA3D24_Value_1;\n\t\t\t
SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(_Property_EAC0489F_Out_0,
TEXTURE2D_ARGS(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), Texture2D_ED6436C5_TexelSize,
_Property_81895880_Out_0, _Property_1DA8B43A_Out_0, _SampleFlipbook_A8FA3D24,
_SampleFlipbook_A8FA3D24_Value_1);\n\t\t\t float2 _Property_1D567C6C_Out_0
= Vector2_97894EFB;\n\t\t\t float2 _Property_59A93DB7_Out_0 = Vector2_BE1CAE85;\n\t\t\t
float _Property_4EFD8C20_Out_0 = Vector1_90929CDE;\n\t\t\t float _Add_B5E1F222_Out_2;\n\t\t\t
Unity_Add_float(_Property_4EFD8C20_Out_0, 1, _Add_B5E1F222_Out_2);\n\t\t\t
Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7 _SampleFlipbook_FDE394E2;\n\t\t\t
float4 _SampleFlipbook_FDE394E2_Value_1;\n\t\t\t SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(_Property_1D567C6C_Out_0,
TEXTURE2D_ARGS(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), Texture2D_ED6436C5_TexelSize,
_Property_59A93DB7_Out_0, _Add_B5E1F222_Out_2, _SampleFlipbook_FDE394E2, _SampleFlipbook_FDE394E2_Value_1);\n\t\t\t
float _Property_38331797_Out_0 = Vector1_90929CDE;\n\t\t\t float _Fraction_7636432D_Out_1;\n\t\t\t
Unity_Fraction_float(_Property_38331797_Out_0, _Fraction_7636432D_Out_1);\n\t\t\t
float4 _Lerp_295F59F1_Out_3;\n\t\t\t Unity_Lerp_float4(_SampleFlipbook_A8FA3D24_Value_1,
_SampleFlipbook_FDE394E2_Value_1, (_Fraction_7636432D_Out_1.xxxx), _Lerp_295F59F1_Out_3);\n\t\t\t
Value_1 = _Lerp_295F59F1_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Normal Unpack\n\t\t\tvoid
Unity_NormalUnpack_float(float4 In, out float3 Out)\n\t\t\t{\n\t\t\t
Out = UnpackNormal(In);\n\t\t\t }\n\t\t\t\n\t\t\t// Node: Lerp\n\t\t\tvoid
Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)\n\t\t\t{\n\t\t\t
Out = lerp(A, B, T);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather Step\n\t\t\tvoid
Unity_Smoothstep_float(float Edge1, float Edge2, float In, out float Out)\n\t\t\t{\n\t\t\t
Out = smoothstep(Edge1, Edge2, In);\n\t\t\t}\n\t\t\t\n\t\t\t// Node: Feather
Step\n\t\t\tstruct Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t\t{\n\t\t\t};\n\t\t\t\n\t\t\tvoid
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC, float
Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t\t{\n\t\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t\t float _Subtract_583838FC_Out_2;\n\t\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t\t
float _Add_2CD18BB_Out_2;\n\t\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t\t}\n\t\t\t\n\t\t\tstruct
SG_Input_238ecfa957ba12648bd9f3493bc32e86\n\t\t\t{\n\t\t\t half4 uv0;\n\t\t\t};\n\t\t\t\n\t\t\tstruct
SG_Output_238ecfa957ba12648bd9f3493bc32e86\n\t\t\t{\n\t\t\t float3 Normal_8;\n\t\t\t
float Alpha_4;\n\t\t\t};\n\t\t\t\n\t\t\tSG_Output_238ecfa957ba12648bd9f3493bc32e86
SG_Evaluate_238ecfa957ba12648bd9f3493bc32e86(\n\t\t\t SG_Input_238ecfa957ba12648bd9f3493bc32e86
IN,\n\t\t\t /* Property: Distort */ float Distort,\n\t\t\t /* Property:
texIndex */ float texIndex,\n\t\t\t /* Property: Threshold */ float Threshold,\n\t\t\t
/* Property: Feather */ float Feather,\n\t\t\t /* Property: particleAlpha
*/ float particleAlpha,\n\t\t\t /* Property: Flipbook Count */ float2 Flipbook_Count,\n\t\t\t
/* Property: SmokeTexture */ TEXTURE2D_PARAM(SmokeTexture, samplerSmokeTexture),
float4 SmokeTexture_TexelSize,\n\t\t\t /* Property: SmokeNormal */ TEXTURE2D_PARAM(SmokeNormal,
samplerSmokeNormal), float4 SmokeNormal_TexelSize,\n\t\t\t /* Property:
NormalMapStrength */ float NormalMapStrength)\n\t\t\t{\n\t\t\t // Node:
UV\n\t\t\t float4 _UV_DBDC7B51_Out_0 = IN.uv0;\n\t\t\t\n\t\t\t // Node:
Split\n\t\t\t float _Split_6ADD3C96_R_1 = _UV_DBDC7B51_Out_0[0];\n\t\t\t
float _Split_6ADD3C96_G_2 = _UV_DBDC7B51_Out_0[1];\n\t\t\t float _Split_6ADD3C96_B_3
= _UV_DBDC7B51_Out_0[2];\n\t\t\t float _Split_6ADD3C96_A_4 = _UV_DBDC7B51_Out_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_B7645211_Out_0 = float2(_Split_6ADD3C96_R_1,
_Split_6ADD3C96_G_2);\n\t\t\t\n\t\t\t // Node: Multiply\n\t\t\t float2
_Multiply_9285D695_Out_2;\n\t\t\t Unity_Multiply_float(_Vector2_B7645211_Out_0,
float2(1, 1), _Multiply_9285D695_Out_2);\n\t\t\t\n\t\t\t // Node: Sample
Texture 2D\n\t\t\t float4 _SampleTexture2D_E155AE1_RGBA_0 = SAMPLE_TEXTURE2D(_SampleTexture2D_E155AE1_Texture_1,
sampler_SampleTexture2D_E155AE1_Texture_1, _Multiply_9285D695_Out_2);\n\t\t\t
float _SampleTexture2D_E155AE1_R_4 = _SampleTexture2D_E155AE1_RGBA_0.r;\n\t\t\t
float _SampleTexture2D_E155AE1_G_5 = _SampleTexture2D_E155AE1_RGBA_0.g;\n\t\t\t
float _SampleTexture2D_E155AE1_B_6 = _SampleTexture2D_E155AE1_RGBA_0.b;\n\t\t\t
float _SampleTexture2D_E155AE1_A_7 = _SampleTexture2D_E155AE1_RGBA_0.a;\n\t\t\t\n\t\t\t
// Node: Split\n\t\t\t float _Split_E746D6D4_R_1 = _SampleTexture2D_E155AE1_RGBA_0[0];\n\t\t\t
float _Split_E746D6D4_G_2 = _SampleTexture2D_E155AE1_RGBA_0[1];\n\t\t\t
float _Split_E746D6D4_B_3 = _SampleTexture2D_E155AE1_RGBA_0[2];\n\t\t\t
float _Split_E746D6D4_A_4 = _SampleTexture2D_E155AE1_RGBA_0[3];\n\t\t\t\n\t\t\t
// Node: Vector 2\n\t\t\t float2 _Vector2_9E9068EF_Out_0 = float2(_Split_E746D6D4_R_1,
_Split_E746D6D4_G_2);\n\t\t\t\n\t\t\t // Node: Add\n\t\t\t float2 _Add_FFFF60D5_Out_2;\n\t\t\t
Unity_Add_float2(_Vector2_9E9068EF_Out_0, float2(-0.5, -0.5), _Add_FFFF60D5_Out_2);\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_24EB9D02_Out_0 = Distort;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float2 _Multiply_94450A2B_Out_2;\n\t\t\t Unity_Multiply_float(_Add_FFFF60D5_Out_2,
(_Property_24EB9D02_Out_0.xx), _Multiply_94450A2B_Out_2);\n\t\t\t\n\t\t\t
// Node: Add\n\t\t\t float2 _Add_EE3331B4_Out_2;\n\t\t\t Unity_Add_float2(_Vector2_B7645211_Out_0,
_Multiply_94450A2B_Out_2, _Add_EE3331B4_Out_2);\n\t\t\t\n\t\t\t // Node:
Property\n\t\t\t float2 _Property_95BDAAE7_Out_0 = Flipbook_Count;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_84D3479A_Out_0 = texIndex;\n\t\t\t\n\t\t\t
// Node: Sample Flipbook Blend\n\t\t\t Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7
_SampleFlipbookBlend_31846DA9;\n\t\t\t float4 _SampleFlipbookBlend_31846DA9_Value_1;\n\t\t\t
SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(_Add_EE3331B4_Out_2,
TEXTURE2D_ARGS(SmokeTexture, samplerSmokeTexture), SmokeTexture_TexelSize,
_Property_95BDAAE7_Out_0, _Property_84D3479A_Out_0, _SampleFlipbookBlend_31846DA9,
_SampleFlipbookBlend_31846DA9_Value_1);\n\t\t\t\n\t\t\t // Node: Split\n\t\t\t
float _Split_DD659164_R_1 = _SampleFlipbookBlend_31846DA9_Value_1[0];\n\t\t\t
float _Split_DD659164_G_2 = _SampleFlipbookBlend_31846DA9_Value_1[1];\n\t\t\t
float _Split_DD659164_B_3 = _SampleFlipbookBlend_31846DA9_Value_1[2];\n\t\t\t
float _Split_DD659164_A_4 = _SampleFlipbookBlend_31846DA9_Value_1[3];\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float2 _Property_9BEFEF21_Out_0 = Flipbook_Count;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_633E5CAE_Out_0 = texIndex;\n\t\t\t\n\t\t\t
// Node: Sample Flipbook Blend\n\t\t\t Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7
_SampleFlipbookBlend_654DF743;\n\t\t\t float4 _SampleFlipbookBlend_654DF743_Value_1;\n\t\t\t
SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(_Add_EE3331B4_Out_2,
TEXTURE2D_ARGS(SmokeNormal, samplerSmokeNormal), SmokeNormal_TexelSize, _Property_9BEFEF21_Out_0,
_Property_633E5CAE_Out_0, _SampleFlipbookBlend_654DF743, _SampleFlipbookBlend_654DF743_Value_1);\n\t\t\t\n\t\t\t
// Node: Normal Unpack\n\t\t\t float3 _NormalUnpack_894A44BB_Out_1;\n\t\t\t
Unity_NormalUnpack_float(_SampleFlipbookBlend_654DF743_Value_1, _NormalUnpack_894A44BB_Out_1);\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_FC1650BB_Out_0 = NormalMapStrength;\n\t\t\t\n\t\t\t
// Node: Lerp\n\t\t\t float3 _Lerp_6CDF97F0_Out_3;\n\t\t\t Unity_Lerp_float3(float3(0,
0, 1), _NormalUnpack_894A44BB_Out_1, (_Property_FC1650BB_Out_0.xxx), _Lerp_6CDF97F0_Out_3);\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_27ADCB98_Out_0 = particleAlpha;\n\t\t\t\n\t\t\t
// Node: Multiply\n\t\t\t float _Multiply_1A7871C6_Out_2;\n\t\t\t Unity_Multiply_float(_Split_DD659164_A_4,
_Property_27ADCB98_Out_0, _Multiply_1A7871C6_Out_2);\n\t\t\t\n\t\t\t //
Node: Property\n\t\t\t float _Property_AEDCD1B_Out_0 = Threshold;\n\t\t\t\n\t\t\t
// Node: Property\n\t\t\t float _Property_616798BC_Out_0 = Feather;\n\t\t\t\n\t\t\t
// Node: Feather Step\n\t\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_C25FAC35;\n\t\t\t float _FeatherStep_C25FAC35_OutVector4_1;\n\t\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_1A7871C6_Out_2, _Property_AEDCD1B_Out_0,
_Property_616798BC_Out_0, _FeatherStep_C25FAC35, _FeatherStep_C25FAC35_OutVector4_1);\n\t\t\t\n\t\t\t
// Visual Effect Master\n\t\t\t SG_Output_238ecfa957ba12648bd9f3493bc32e86
OUT;\n\t\t\t OUT.Normal_8 = _Lerp_6CDF97F0_Out_3;\n\t\t\t OUT.Alpha_4
= _FeatherStep_C25FAC35_OutVector4_1;\n\t\t\t return OUT;\n\t\t\t}\n\t\t\t\n\n\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\t\n\t\t\t\t\t\t\tfloat3
normalWS = 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 = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\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 float Distort = i.Distort;float
texIndex = i.texIndex;float Threshold = i.Threshold;float Feather = i.Feather;float
particleAlpha = i.particleAlpha;float3 particleColor = i.particleColor;float2
Flipbook_Count = i.Flipbook_Count;float NormalMapStrength = i.NormalMapStrength;\n\t\t\t
\n\t\t\t //Call Shader Graph\n\t\t\t SG_Input_238ecfa957ba12648bd9f3493bc32e86
INSG = (SG_Input_238ecfa957ba12648bd9f3493bc32e86)0;\n\t\t\t INSG.uv0.xy
= i.uv;\n\t\t\t \n\t\t\t SG_Output_238ecfa957ba12648bd9f3493bc32e86
OUTSG = SG_Evaluate_238ecfa957ba12648bd9f3493bc32e86(INSG,Distort, texIndex,
Threshold, Feather, particleAlpha, Flipbook_Count, SmokeTexture, samplerSmokeTexture,
SmokeTexture_TexelSize, SmokeNormal, samplerSmokeNormal, SmokeNormal_TexelSize,
NormalMapStrength);\n\t\t\t \n\n\t\t\t \n\t\t\t float
alpha = OUTSG.Alpha_4;\n\t\t\t #else\n\t\t\t float alpha = VFXGetFragmentColor(i).a;\n\t\t\t
#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(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\t\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\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#define _BLENDMODE_ALPHA\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\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\t\n\t\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\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\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
: TEXCOORD2;\n\t\t\t\t#endif\n\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\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t VFX_OPTIONAL_INTERPOLATION
float Distort : NORMAL0;\n\t\t VFX_OPTIONAL_INTERPOLATION float texIndex
: NORMAL1;\n\t\t VFX_OPTIONAL_INTERPOLATION float Threshold : NORMAL2;\n\t\t
VFX_OPTIONAL_INTERPOLATION float Feather : NORMAL3;\n\t\t VFX_OPTIONAL_INTERPOLATION
float particleAlpha : NORMAL4;\n\t\t VFX_OPTIONAL_INTERPOLATION float3
particleColor : NORMAL5;\n\t\t VFX_OPTIONAL_INTERPOLATION float2 Flipbook_Count
: NORMAL6;\n\t\t VFX_OPTIONAL_INTERPOLATION float NormalMapStrength
: NORMAL7;\n\t\t \n\n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\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\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_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_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\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\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
Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE
// Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid AttributeFromCurve_48A86161(inout
float3 color, inout float alpha, float age, float lifetime, float Color) /*attribute:color
Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = age /
lifetime;\n\t\t\t float4 value = 0.0f;\n\t\t\t value = SampleGradient(Color,
t);\n\t\t\t color = value.rgb;\n\t\t\t alpha = value.a;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if
defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error VFX_PRIMITIVE_QUAD
must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_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#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\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.angleZ = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE0) << 2));\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x140) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x3 + 0xE1) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\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.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xE2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xE1) << 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.angleZ
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE0) << 2));\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\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.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0xE2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_4(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\tAttributeFromCurve_48A86161(
/*inout */attributes.color, /*inout */attributes.alpha, attributes.age, attributes.lifetime,
Color_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.316128999;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\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#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 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
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t normalBendingFactor = (float)0.370547414;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\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\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\tfloat
alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
alphaThreshold = (float)0.5;\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\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t float Distort__ = (float)0;{\n\t\t\t float tmp_bg = attributes.age
/ attributes.lifetime;\n\t\t\t float tmp_bh = SampleCurve(uniform_d,tmp_bg);\n\t\t\t
\n\t\t\t Distort__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Distort = Distort__;float
texIndex__ = (float)0;{\n\t\t\t texIndex__ = attributes.texIndex;\n\t\t\t
}\n\t\t\t o.texIndex = texIndex__;float Threshold__ = (float)0;{\n\t\t\t
float tmp_bg = attributes.age / attributes.lifetime;\n\t\t\t float tmp_bh
= SampleCurve(uniform_e,tmp_bg);\n\t\t\t \n\t\t\t Threshold__
= tmp_bh;\n\t\t\t }\n\t\t\t o.Threshold = Threshold__;float Feather__
= (float)0;{\n\t\t\t float tmp_bg = attributes.age / attributes.lifetime;\n\t\t\t
float tmp_bh = SampleCurve(uniform_f,tmp_bg);\n\t\t\t \n\t\t\t
Feather__ = tmp_bh;\n\t\t\t }\n\t\t\t o.Feather = Feather__;float particleAlpha__
= (float)0;{\n\t\t\t particleAlpha__ = attributes.alpha;\n\t\t\t
}\n\t\t\t o.particleAlpha = particleAlpha__;float3 particleColor__ = (float3)0;{\n\t\t\t
particleColor__ = attributes.color;\n\t\t\t }\n\t\t\t o.particleColor
= particleColor__;float2 Flipbook_Count__ = (float2)0;{\n\t\t\t \n\t\t\t
Flipbook_Count__ = float2(8, 8);\n\t\t\t }\n\t\t\t o.Flipbook_Count =
Flipbook_Count__;float NormalMapStrength__ = (float)0;{\n\t\t\t \n\t\t\t
NormalMapStrength__ = (float)0.146143496;\n\t\t\t }\n\t\t\t o.NormalMapStrength
= NormalMapStrength__;\n\n\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\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\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\n\t\t\t\t\t\t\t\n\t\t
\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl\"\n\t\t
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl\"\n\t\t
\t\t#include \"Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl\"\n\t\t
\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl\"\n\t\t
\t\t#ifndef SHADERPASS\n\t\t \t\t#error Shaderpass should be defined at
this stage.\n\t\t \t\t#endif\n\t\t \t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl\"\n\t\t
\t\t\n\t\t \n\t\t #include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"\n\t\t
// Node: Multiply, Sample Flipbook Blend\n\t\t void Unity_Multiply_float(float2
A, float2 B, out float2 Out)\n\t\t {\n\t\t Out = A * B;\n\t\t
}\n\t\t \n\t\t // Node: Add, Sample Flipbook Blend\n\t\t void Unity_Add_float2(float2
A, float2 B, out float2 Out)\n\t\t {\n\t\t Out = A + B;\n\t\t
}\n\t\t \n\t\t // Node: Sample Flipbook Blend\n\t\t void Unity_Reciprocal_float2(float2
In, out float2 Out)\n\t\t {\n\t\t Out = 1.0/In;\n\t\t }\n\t\t
\n\t\t // Node: Sample Flipbook Blend\n\t\t void Unity_Floor_float(float
In, out float Out)\n\t\t {\n\t\t Out = floor(In);\n\t\t }\n\t\t
\n\t\t // Node: Sample Flipbook Blend\n\t\t void Unity_Modulo_float(float
A, float B, out float Out)\n\t\t {\n\t\t Out = fmod(A, B);\n\t\t
}\n\t\t \n\t\t // Node: Sample Flipbook Blend, Feather Step\n\t\t
void Unity_Subtract_float(float A, float B, out float Out)\n\t\t {\n\t\t
Out = A - B;\n\t\t }\n\t\t \n\t\t // Node: Sample Flipbook Blend,
Multiply, Feather Step\n\t\t void Unity_Multiply_float(float A, float B,
out float Out)\n\t\t {\n\t\t Out = A * B;\n\t\t }\n\t\t \n\t\t
// Node: Sample Flipbook Blend\n\t\t struct Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b\n\t\t
{\n\t\t };\n\t\t \n\t\t void SG_FlipbookUV_6104e63c66918e946897cb428a5fe38b(float2
Vector2_8147371F, float2 Vector2_DFA28278, float Vector1_7E741A5C, Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b
IN, out float2 OutVector4_1)\n\t\t {\n\t\t float2 _Property_3F7539D_Out_0
= Vector2_DFA28278;\n\t\t float2 _Reciprocal_218DA11F_Out_1;\n\t\t
Unity_Reciprocal_float2(_Property_3F7539D_Out_0, _Reciprocal_218DA11F_Out_1);\n\t\t
float2 _Property_594FCCED_Out_0 = Vector2_8147371F;\n\t\t float _Property_527CA209_Out_0
= Vector1_7E741A5C;\n\t\t float _Floor_4A6D8762_Out_1;\n\t\t
Unity_Floor_float(_Property_527CA209_Out_0, _Floor_4A6D8762_Out_1);\n\t\t
float _Split_69C2FC7B_R_1 = _Property_3F7539D_Out_0[0];\n\t\t float
_Split_69C2FC7B_G_2 = _Property_3F7539D_Out_0[1];\n\t\t float _Split_69C2FC7B_B_3
= 0;\n\t\t float _Split_69C2FC7B_A_4 = 0;\n\t\t float _Modulo_3CD9E2E1_Out_2;\n\t\t
Unity_Modulo_float(_Floor_4A6D8762_Out_1, _Split_69C2FC7B_R_1, _Modulo_3CD9E2E1_Out_2);\n\t\t
float _Subtract_605FBB6_Out_2;\n\t\t Unity_Subtract_float(_Split_69C2FC7B_G_2,
1, _Subtract_605FBB6_Out_2);\n\t\t float _Split_4F35479F_R_1 = _Reciprocal_218DA11F_Out_1[0];\n\t\t
float _Split_4F35479F_G_2 = _Reciprocal_218DA11F_Out_1[1];\n\t\t float
_Split_4F35479F_B_3 = 0;\n\t\t float _Split_4F35479F_A_4 = 0;\n\t\t
float _Multiply_BA5EC8F9_Out_2;\n\t\t Unity_Multiply_float(_Floor_4A6D8762_Out_1,
_Split_4F35479F_R_1, _Multiply_BA5EC8F9_Out_2);\n\t\t float _Floor_1F4056C9_Out_1;\n\t\t
Unity_Floor_float(_Multiply_BA5EC8F9_Out_2, _Floor_1F4056C9_Out_1);\n\t\t
float _Subtract_3C08BEF7_Out_2;\n\t\t Unity_Subtract_float(_Subtract_605FBB6_Out_2,
_Floor_1F4056C9_Out_1, _Subtract_3C08BEF7_Out_2);\n\t\t float2 _Vector2_900E9BA2_Out_0
= float2(_Modulo_3CD9E2E1_Out_2, _Subtract_3C08BEF7_Out_2);\n\t\t float2
_Add_96211191_Out_2;\n\t\t Unity_Add_float2(_Property_594FCCED_Out_0,
_Vector2_900E9BA2_Out_0, _Add_96211191_Out_2);\n\t\t float2 _Multiply_12ADA773_Out_2;\n\t\t
Unity_Multiply_float(_Reciprocal_218DA11F_Out_1, _Add_96211191_Out_2, _Multiply_12ADA773_Out_2);\n\t\t
OutVector4_1 = _Multiply_12ADA773_Out_2;\n\t\t }\n\t\t \n\t\t // Node:
Sample Flipbook Blend\n\t\t struct Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7\n\t\t
{\n\t\t };\n\t\t \n\t\t void SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(float2
Vector2_97894EFB, TEXTURE2D_PARAM(Texture2D_ED6436C5, samplerTexture2D_ED6436C5),
float4 Texture2D_ED6436C5_TexelSize, float2 Vector2_BE1CAE85, float Vector1_90929CDE,
Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7 IN, out float4 Value_1)\n\t\t
{\n\t\t float2 _Property_2F68E8FA_Out_0 = Vector2_97894EFB;\n\t\t
float2 _Property_779EE0E0_Out_0 = Vector2_BE1CAE85;\n\t\t float _Property_188EA6CC_Out_0
= Vector1_90929CDE;\n\t\t Bindings_FlipbookUV_6104e63c66918e946897cb428a5fe38b
_FlipbookUV_BC436865;\n\t\t float2 _FlipbookUV_BC436865_OutVector4_1;\n\t\t
SG_FlipbookUV_6104e63c66918e946897cb428a5fe38b(_Property_2F68E8FA_Out_0, _Property_779EE0E0_Out_0,
_Property_188EA6CC_Out_0, _FlipbookUV_BC436865, _FlipbookUV_BC436865_OutVector4_1);\n\t\t
float4 _SampleTexture2D_CAA38CD7_RGBA_0 = SAMPLE_TEXTURE2D(Texture2D_ED6436C5,
samplerTexture2D_ED6436C5, _FlipbookUV_BC436865_OutVector4_1);\n\t\t
float _SampleTexture2D_CAA38CD7_R_4 = _SampleTexture2D_CAA38CD7_RGBA_0.r;\n\t\t
float _SampleTexture2D_CAA38CD7_G_5 = _SampleTexture2D_CAA38CD7_RGBA_0.g;\n\t\t
float _SampleTexture2D_CAA38CD7_B_6 = _SampleTexture2D_CAA38CD7_RGBA_0.b;\n\t\t
float _SampleTexture2D_CAA38CD7_A_7 = _SampleTexture2D_CAA38CD7_RGBA_0.a;\n\t\t
Value_1 = _SampleTexture2D_CAA38CD7_RGBA_0;\n\t\t }\n\t\t \n\t\t //
Node: Sample Flipbook Blend, Feather Step\n\t\t void Unity_Add_float(float
A, float B, out float Out)\n\t\t {\n\t\t Out = A + B;\n\t\t }\n\t\t
\n\t\t // Node: Sample Flipbook Blend\n\t\t void Unity_Fraction_float(float
In, out float Out)\n\t\t {\n\t\t Out = frac(In);\n\t\t }\n\t\t
\n\t\t // Node: Sample Flipbook Blend\n\t\t void Unity_Lerp_float4(float4
A, float4 B, float4 T, out float4 Out)\n\t\t {\n\t\t Out = lerp(A,
B, T);\n\t\t }\n\t\t \n\t\t // Node: Sample Flipbook Blend\n\t\t
struct Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7\n\t\t
{\n\t\t };\n\t\t \n\t\t void SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(float2
Vector2_97894EFB, TEXTURE2D_PARAM(Texture2D_ED6436C5, samplerTexture2D_ED6436C5),
float4 Texture2D_ED6436C5_TexelSize, float2 Vector2_BE1CAE85, float Vector1_90929CDE,
Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7 IN, out float4
Value_1)\n\t\t {\n\t\t float2 _Property_EAC0489F_Out_0 = Vector2_97894EFB;\n\t\t
float2 _Property_81895880_Out_0 = Vector2_BE1CAE85;\n\t\t float _Property_1DA8B43A_Out_0
= Vector1_90929CDE;\n\t\t Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7
_SampleFlipbook_A8FA3D24;\n\t\t float4 _SampleFlipbook_A8FA3D24_Value_1;\n\t\t
SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(_Property_EAC0489F_Out_0,
TEXTURE2D_ARGS(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), Texture2D_ED6436C5_TexelSize,
_Property_81895880_Out_0, _Property_1DA8B43A_Out_0, _SampleFlipbook_A8FA3D24,
_SampleFlipbook_A8FA3D24_Value_1);\n\t\t float2 _Property_1D567C6C_Out_0
= Vector2_97894EFB;\n\t\t float2 _Property_59A93DB7_Out_0 = Vector2_BE1CAE85;\n\t\t
float _Property_4EFD8C20_Out_0 = Vector1_90929CDE;\n\t\t float _Add_B5E1F222_Out_2;\n\t\t
Unity_Add_float(_Property_4EFD8C20_Out_0, 1, _Add_B5E1F222_Out_2);\n\t\t
Bindings_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7 _SampleFlipbook_FDE394E2;\n\t\t
float4 _SampleFlipbook_FDE394E2_Value_1;\n\t\t SG_SampleFlipbook_3dfb0d3601745784da8bb664d435f2e7(_Property_1D567C6C_Out_0,
TEXTURE2D_ARGS(Texture2D_ED6436C5, samplerTexture2D_ED6436C5), Texture2D_ED6436C5_TexelSize,
_Property_59A93DB7_Out_0, _Add_B5E1F222_Out_2, _SampleFlipbook_FDE394E2, _SampleFlipbook_FDE394E2_Value_1);\n\t\t
float _Property_38331797_Out_0 = Vector1_90929CDE;\n\t\t float _Fraction_7636432D_Out_1;\n\t\t
Unity_Fraction_float(_Property_38331797_Out_0, _Fraction_7636432D_Out_1);\n\t\t
float4 _Lerp_295F59F1_Out_3;\n\t\t Unity_Lerp_float4(_SampleFlipbook_A8FA3D24_Value_1,
_SampleFlipbook_FDE394E2_Value_1, (_Fraction_7636432D_Out_1.xxxx), _Lerp_295F59F1_Out_3);\n\t\t
Value_1 = _Lerp_295F59F1_Out_3;\n\t\t }\n\t\t \n\t\t // Node: Multiply\n\t\t
void Unity_Multiply_float(float3 A, float3 B, out float3 Out)\n\t\t {\n\t\t
Out = A * B;\n\t\t }\n\t\t \n\t\t // Node: Normal Unpack\n\t\t
void Unity_NormalUnpack_float(float4 In, out float3 Out)\n\t\t {\n\t\t
Out = UnpackNormal(In);\n\t\t }\n\t\t \n\t\t // Node:
Lerp\n\t\t void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3
Out)\n\t\t {\n\t\t Out = lerp(A, B, T);\n\t\t }\n\t\t \n\t\t
// Node: Feather Step\n\t\t void Unity_Smoothstep_float(float Edge1, float
Edge2, float In, out float Out)\n\t\t {\n\t\t Out = smoothstep(Edge1,
Edge2, In);\n\t\t }\n\t\t \n\t\t // Node: Feather Step\n\t\t struct
Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355\n\t\t {\n\t\t };\n\t\t
\n\t\t void SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(float Vector1_8D3A95EC,
float Vector1_9B1ABA2C, float Vector1_78C972FB, Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
IN, out float OutVector4_1)\n\t\t {\n\t\t float _Property_6AE77210_Out_0
= Vector1_9B1ABA2C;\n\t\t float _Property_9733AD99_Out_0 = Vector1_78C972FB;\n\t\t
float _Multiply_ABC033FF_Out_2;\n\t\t Unity_Multiply_float(_Property_9733AD99_Out_0,
0.5, _Multiply_ABC033FF_Out_2);\n\t\t float _Subtract_583838FC_Out_2;\n\t\t
Unity_Subtract_float(_Property_6AE77210_Out_0, _Multiply_ABC033FF_Out_2, _Subtract_583838FC_Out_2);\n\t\t
float _Add_2CD18BB_Out_2;\n\t\t Unity_Add_float(_Property_6AE77210_Out_0,
_Multiply_ABC033FF_Out_2, _Add_2CD18BB_Out_2);\n\t\t float _Property_B48290D_Out_0
= Vector1_8D3A95EC;\n\t\t float _Smoothstep_306AAA2A_Out_3;\n\t\t
Unity_Smoothstep_float(_Subtract_583838FC_Out_2, _Add_2CD18BB_Out_2, _Property_B48290D_Out_0,
_Smoothstep_306AAA2A_Out_3);\n\t\t OutVector4_1 = _Smoothstep_306AAA2A_Out_3;\n\t\t
}\n\t\t \n\t\t struct SG_Input_238ecfa957ba12648bd9f3493bc32e86\n\t\t
{\n\t\t half4 uv0;\n\t\t };\n\t\t \n\t\t struct SG_Output_238ecfa957ba12648bd9f3493bc32e86\n\t\t
{\n\t\t float3 BaseColor_1;\n\t\t float Metallic_2;\n\t\t
float Smoothness_3;\n\t\t float3 Normal_8;\n\t\t float3 Emissive_5;\n\t\t
float Alpha_4;\n\t\t };\n\t\t \n\t\t SG_Output_238ecfa957ba12648bd9f3493bc32e86
SG_Evaluate_238ecfa957ba12648bd9f3493bc32e86(\n\t\t SG_Input_238ecfa957ba12648bd9f3493bc32e86
IN,\n\t\t /* Property: Distort */ float Distort,\n\t\t /* Property:
texIndex */ float texIndex,\n\t\t /* Property: Threshold */ float Threshold,\n\t\t
/* Property: Feather */ float Feather,\n\t\t /* Property: particleAlpha
*/ float particleAlpha,\n\t\t /* Property: particleColor */ float3 particleColor,\n\t\t
/* Property: Flipbook Count */ float2 Flipbook_Count,\n\t\t /* Property:
SmokeTexture */ TEXTURE2D_PARAM(SmokeTexture, samplerSmokeTexture), float4
SmokeTexture_TexelSize,\n\t\t /* Property: SmokeNormal */ TEXTURE2D_PARAM(SmokeNormal,
samplerSmokeNormal), float4 SmokeNormal_TexelSize,\n\t\t /* Property:
NormalMapStrength */ float NormalMapStrength)\n\t\t {\n\t\t // Node:
Property\n\t\t float3 _Property_5550D27E_Out_0 = particleColor;\n\t\t
\n\t\t // Node: UV\n\t\t float4 _UV_DBDC7B51_Out_0 = IN.uv0;\n\t\t
\n\t\t // Node: Split\n\t\t float _Split_6ADD3C96_R_1 = _UV_DBDC7B51_Out_0[0];\n\t\t
float _Split_6ADD3C96_G_2 = _UV_DBDC7B51_Out_0[1];\n\t\t float _Split_6ADD3C96_B_3
= _UV_DBDC7B51_Out_0[2];\n\t\t float _Split_6ADD3C96_A_4 = _UV_DBDC7B51_Out_0[3];\n\t\t
\n\t\t // Node: Vector 2\n\t\t float2 _Vector2_B7645211_Out_0
= float2(_Split_6ADD3C96_R_1, _Split_6ADD3C96_G_2);\n\t\t \n\t\t
// Node: Multiply\n\t\t float2 _Multiply_9285D695_Out_2;\n\t\t
Unity_Multiply_float(_Vector2_B7645211_Out_0, float2(1, 1), _Multiply_9285D695_Out_2);\n\t\t
\n\t\t // Node: Sample Texture 2D\n\t\t float4 _SampleTexture2D_E155AE1_RGBA_0
= SAMPLE_TEXTURE2D(_SampleTexture2D_E155AE1_Texture_1, sampler_SampleTexture2D_E155AE1_Texture_1,
_Multiply_9285D695_Out_2);\n\t\t float _SampleTexture2D_E155AE1_R_4
= _SampleTexture2D_E155AE1_RGBA_0.r;\n\t\t float _SampleTexture2D_E155AE1_G_5
= _SampleTexture2D_E155AE1_RGBA_0.g;\n\t\t float _SampleTexture2D_E155AE1_B_6
= _SampleTexture2D_E155AE1_RGBA_0.b;\n\t\t float _SampleTexture2D_E155AE1_A_7
= _SampleTexture2D_E155AE1_RGBA_0.a;\n\t\t \n\t\t // Node: Split\n\t\t
float _Split_E746D6D4_R_1 = _SampleTexture2D_E155AE1_RGBA_0[0];\n\t\t
float _Split_E746D6D4_G_2 = _SampleTexture2D_E155AE1_RGBA_0[1];\n\t\t
float _Split_E746D6D4_B_3 = _SampleTexture2D_E155AE1_RGBA_0[2];\n\t\t
float _Split_E746D6D4_A_4 = _SampleTexture2D_E155AE1_RGBA_0[3];\n\t\t \n\t\t
// Node: Vector 2\n\t\t float2 _Vector2_9E9068EF_Out_0 = float2(_Split_E746D6D4_R_1,
_Split_E746D6D4_G_2);\n\t\t \n\t\t // Node: Add\n\t\t float2
_Add_FFFF60D5_Out_2;\n\t\t Unity_Add_float2(_Vector2_9E9068EF_Out_0,
float2(-0.5, -0.5), _Add_FFFF60D5_Out_2);\n\t\t \n\t\t // Node: Property\n\t\t
float _Property_24EB9D02_Out_0 = Distort;\n\t\t \n\t\t // Node: Multiply\n\t\t
float2 _Multiply_94450A2B_Out_2;\n\t\t Unity_Multiply_float(_Add_FFFF60D5_Out_2,
(_Property_24EB9D02_Out_0.xx), _Multiply_94450A2B_Out_2);\n\t\t \n\t\t
// Node: Add\n\t\t float2 _Add_EE3331B4_Out_2;\n\t\t Unity_Add_float2(_Vector2_B7645211_Out_0,
_Multiply_94450A2B_Out_2, _Add_EE3331B4_Out_2);\n\t\t \n\t\t // Node:
Property\n\t\t float2 _Property_95BDAAE7_Out_0 = Flipbook_Count;\n\t\t
\n\t\t // Node: Property\n\t\t float _Property_84D3479A_Out_0
= texIndex;\n\t\t \n\t\t // Node: Sample Flipbook Blend\n\t\t
Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7 _SampleFlipbookBlend_31846DA9;\n\t\t
float4 _SampleFlipbookBlend_31846DA9_Value_1;\n\t\t SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(_Add_EE3331B4_Out_2,
TEXTURE2D_ARGS(SmokeTexture, samplerSmokeTexture), SmokeTexture_TexelSize,
_Property_95BDAAE7_Out_0, _Property_84D3479A_Out_0, _SampleFlipbookBlend_31846DA9,
_SampleFlipbookBlend_31846DA9_Value_1);\n\t\t \n\t\t // Node: Split\n\t\t
float _Split_DD659164_R_1 = _SampleFlipbookBlend_31846DA9_Value_1[0];\n\t\t
float _Split_DD659164_G_2 = _SampleFlipbookBlend_31846DA9_Value_1[1];\n\t\t
float _Split_DD659164_B_3 = _SampleFlipbookBlend_31846DA9_Value_1[2];\n\t\t
float _Split_DD659164_A_4 = _SampleFlipbookBlend_31846DA9_Value_1[3];\n\t\t
\n\t\t // Node: Multiply\n\t\t float3 _Multiply_1DC20CFC_Out_2;\n\t\t
Unity_Multiply_float(_Property_5550D27E_Out_0, (_Split_DD659164_R_1.xxx), _Multiply_1DC20CFC_Out_2);\n\t\t
\n\t\t // Node: Property\n\t\t float2 _Property_9BEFEF21_Out_0
= Flipbook_Count;\n\t\t \n\t\t // Node: Property\n\t\t float
_Property_633E5CAE_Out_0 = texIndex;\n\t\t \n\t\t // Node: Sample
Flipbook Blend\n\t\t Bindings_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7
_SampleFlipbookBlend_654DF743;\n\t\t float4 _SampleFlipbookBlend_654DF743_Value_1;\n\t\t
SG_SampleFlipbookBlend_4fceaac5ec1b58c4c964bfbbbc2e0ee7(_Add_EE3331B4_Out_2,
TEXTURE2D_ARGS(SmokeNormal, samplerSmokeNormal), SmokeNormal_TexelSize, _Property_9BEFEF21_Out_0,
_Property_633E5CAE_Out_0, _SampleFlipbookBlend_654DF743, _SampleFlipbookBlend_654DF743_Value_1);\n\t\t
\n\t\t // Node: Normal Unpack\n\t\t float3 _NormalUnpack_894A44BB_Out_1;\n\t\t
Unity_NormalUnpack_float(_SampleFlipbookBlend_654DF743_Value_1, _NormalUnpack_894A44BB_Out_1);\n\t\t
\n\t\t // Node: Property\n\t\t float _Property_FC1650BB_Out_0
= NormalMapStrength;\n\t\t \n\t\t // Node: Lerp\n\t\t float3
_Lerp_6CDF97F0_Out_3;\n\t\t Unity_Lerp_float3(float3(0, 0, 1), _NormalUnpack_894A44BB_Out_1,
(_Property_FC1650BB_Out_0.xxx), _Lerp_6CDF97F0_Out_3);\n\t\t \n\t\t
// Node: Property\n\t\t float _Property_27ADCB98_Out_0 = particleAlpha;\n\t\t
\n\t\t // Node: Multiply\n\t\t float _Multiply_1A7871C6_Out_2;\n\t\t
Unity_Multiply_float(_Split_DD659164_A_4, _Property_27ADCB98_Out_0, _Multiply_1A7871C6_Out_2);\n\t\t
\n\t\t // Node: Property\n\t\t float _Property_AEDCD1B_Out_0
= Threshold;\n\t\t \n\t\t // Node: Property\n\t\t float _Property_616798BC_Out_0
= Feather;\n\t\t \n\t\t // Node: Feather Step\n\t\t Bindings_FeatherStep_3fc231337476e5d4e868153ae13d3355
_FeatherStep_C25FAC35;\n\t\t float _FeatherStep_C25FAC35_OutVector4_1;\n\t\t
SG_FeatherStep_3fc231337476e5d4e868153ae13d3355(_Multiply_1A7871C6_Out_2, _Property_AEDCD1B_Out_0,
_Property_616798BC_Out_0, _FeatherStep_C25FAC35, _FeatherStep_C25FAC35_OutVector4_1);\n\t\t
\n\t\t // Visual Effect Master\n\t\t SG_Output_238ecfa957ba12648bd9f3493bc32e86
OUT;\n\t\t OUT.BaseColor_1 = _Multiply_1DC20CFC_Out_2;\n\t\t
OUT.Metallic_2 = 0;\n\t\t OUT.Smoothness_3 = 0.1;\n\t\t OUT.Normal_8
= _Lerp_6CDF97F0_Out_3;\n\t\t OUT.Emissive_5 = float3(0, 0, 0);\n\t\t
OUT.Alpha_4 = _FeatherStep_C25FAC35_OutVector4_1;\n\t\t return OUT;\n\t\t
}\n\t\t \n\n\t\t\t\t\t\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\t#if USE_DOUBLE_SIDED\n\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\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\t\n\t\t\t\t\t\t\tfloat3
normalWS = 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 = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\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 float Distort = i.Distort;float
texIndex = i.texIndex;float Threshold = i.Threshold;float Feather = i.Feather;float
particleAlpha = i.particleAlpha;float3 particleColor = i.particleColor;float2
Flipbook_Count = i.Flipbook_Count;float NormalMapStrength = i.NormalMapStrength;\n\t\t
//Call Shader Graph\n\t\t SG_Input_238ecfa957ba12648bd9f3493bc32e86
INSG = (SG_Input_238ecfa957ba12648bd9f3493bc32e86)0;\n\t\t INSG.uv0.xy
= i.uv;\n\t\t \n\t\t SG_Output_238ecfa957ba12648bd9f3493bc32e86
OUTSG = SG_Evaluate_238ecfa957ba12648bd9f3493bc32e86(INSG,Distort, texIndex,
Threshold, Feather, particleAlpha, particleColor, Flipbook_Count, SmokeTexture,
samplerSmokeTexture, SmokeTexture_TexelSize, SmokeNormal, samplerSmokeNormal,
SmokeNormal_TexelSize, NormalMapStrength);\n\t\t \n\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.Alpha_4;\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.Smoothness_3;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.Metallic_2;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.BaseColor_1;\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3
n = OUTSG.Normal_8;\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.Emissive_5;\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#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\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#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
encodedMotionVector);\n\t\t\t\t\t\t\n\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\toutMotionVector.a
= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
for motion vector pass\n\t\t#endif\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Flame]CameraSort'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\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\nCBUFFER_START(params)\r\n
uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
outputBuffer;\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
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
inputBuffer[id];\r\n\t\t\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tattributes.position
= float3(0, 0, 0);\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos
= mul(localToWorld,float4(attributes.position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
wPos = attributes.position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Embers]CameraSort'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\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\nCBUFFER_START(params)\r\n
uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
outputBuffer;\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
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
inputBuffer[id];\r\n\t\t\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(attributes.position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
wPos = attributes.position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
- compute: 1
name: '[Smoke]CameraSort'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\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\nCBUFFER_START(params)\r\n
uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n
float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
outputBuffer;\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
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
inputBuffer[id];\r\n\t\t\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x140) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(attributes.position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
wPos = attributes.position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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