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\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
PositionTorus_18D(inout float3 position, inout uint seed, inout float3 direction,
float3 ArcTorus_center, float ArcTorus_majorRadius, float ArcTorus_minorRadius,
float ArcTorus_arc, float volumeFactor, float r) /*positionMode:Volume spawnMode:Random
*/\n{\n float3 u = RAND3;float arc = ArcTorus_arc;\n float R = sqrt(volumeFactor
+ (1.0f - volumeFactor) * u.z);\n \n float sinTheta,cosTheta;\n sincos(u.x
* UNITY_TWO_PI,sinTheta,cosTheta);\n \n float2 s1_1 = R * r * float2(cosTheta,
sinTheta) + float2(1,0);\n float2 s1_2 = R * r * float2(-cosTheta, sinTheta)
+ float2(1,0);\n float w = s1_1.x / (s1_1.x + s1_2.x);\n \n float3
t;\n float phi;\n if (u.y < w)\n {\n phi = arc * u.y / w;\n
t = float3(s1_1.x, 0, s1_1.y);\n }\n else\n {\n phi = arc *
(u.y - w) / (1.0f - w);\n t = float3(s1_2.x, 0, s1_2.y);\n }\n
\n float s,c;\n sincos(phi,c,s);\n float3 t2 = float3(c * t.x - s
* t.y,c * t.y + s * t.x,t.z);\n \n position += ArcTorus_center + ArcTorus_majorRadius
* t2;\n direction = t2;\n \n}\nvoid AttributeFromMap_6F69BFAE(inout float3
position, VFXSampler3D attributeMap, float3 SamplePosition, float LOD, float3
valueBias, float3 valueScale) /*attribute:position Composition:Add SampleMode:Sample3DLOD
channels:XYZ */\n{\n \n float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s,
SamplePosition, LOD);\n value = (value + valueBias) * valueScale;\n
position += value;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3
Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n color = Color;\n}\nvoid SetAttribute_E629755(inout float3 velocity,
float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_A7C1C832(inout
float mass, inout uint seed, float A, float B) /*attribute:mass Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n mass = lerp(A,B,RAND);\n}\nvoid
SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime
= Lifetime;\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.color = float3(1,
1, 1);\n attributes.velocity = float3(0, 0, 0);\n attributes.mass
= (float)1;\n attributes.lifetime = (float)1;\n attributes.particleId
= (uint)0;\n attributes.age = (float)0;\n attributes.alpha =
(float)1;\n attributes.alive = (bool)true;\n attributes.axisX
= float3(1, 0, 0);\n attributes.axisY = float3(0, 1, 0);\n attributes.axisZ
= float3(0, 0, 1);\n attributes.pivotX = (float)0;\n attributes.pivotY
= (float)0;\n attributes.pivotZ = (float)0;\n attributes.scaleX
= (float)1;\n attributes.scaleY = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n
attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n
attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n
attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n PositionTorus_18D(
/*inout */attributes.position, /*inout */attributes.seed, /*inout */attributes.direction,
ArcTorus_center_a, (float)1, (float)0.0399999991, (float)6.28318548, (float)0,
(float)0.0399999991);\n }\n {\n float3 tmp_bs = attributes.position
* float3(0.140000001, 0.140000001, 0.140000001);\n uint tmp_bu =
attributes.particleId ^ asuint(uniform_e);\n float tmp_bv = FixedRand(tmp_bu);\n
float tmp_bw = uniform_d * tmp_bv;\n float tmp_bx = uniform_c +
tmp_bw;\n float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n
float3 tmp_bz = float3(0, -1, 0) * tmp_by;\n float3 tmp_ca = tmp_bs
+ tmp_bz;\n AttributeFromMap_6F69BFAE( /*inout */attributes.position,
GetVFXSampler(attributeMap_b, samplerattributeMap_b), tmp_ca, (float)0, float3(-0.5,
-0.5, -0.5), float3(1, 1, 1));\n }\n {\n float3 tmp_br
= attributes.position - ArcTorus_center_a;\n float tmp_bs = tmp_br[1];\n
float tmp_bt = tmp_br[0];\n float tmp_bu = atan2(tmp_bs, tmp_bt);\n
float tmp_bv = tmp_bu + uniform_g;\n float tmp_bx = tmp_bv / (float)6.28318548;\n
float tmp_by = frac(tmp_bx);\n float tmp_bz = tmp_by * (float)6.28318548;\n
float tmp_ca = tmp_bz / (float)6.28318548;\n float tmp_cb = SampleCurve(uniform_f,tmp_ca);\n
float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n SetAttribute_FDD06EC7(
/*inout */attributes.color, tmp_cc);\n }\n {\n float3
tmp_br = attributes.position - ArcTorus_center_a;\n float tmp_bs
= tmp_br[2];\n float tmp_bt = uniform_i * tmp_bs;\n float
tmp_bu = tmp_br[1];\n float tmp_bv = uniform_j * tmp_bu;\n
float tmp_bw = tmp_bt - tmp_bv;\n float tmp_bx = tmp_br[0];\n
float tmp_by = uniform_j * tmp_bx;\n float tmp_bz = uniform_k *
tmp_bs;\n float tmp_ca = tmp_by - tmp_bz;\n float tmp_cb
= uniform_k * tmp_bu;\n float tmp_cc = uniform_i * tmp_bx;\n
float tmp_cd = tmp_cb - tmp_cc;\n float3 tmp_ce = float3(tmp_bw,
tmp_ca, tmp_cd);\n float3 tmp_cg = tmp_ce * tmp_ce;\n
float tmp_ch = tmp_cg[2];\n float tmp_ci = tmp_cg[1];\n
float tmp_cj = tmp_ch + tmp_ci;\n float tmp_ck = tmp_cg[0];\n
float tmp_cl = tmp_cj + tmp_ck;\n float tmp_cn = pow(tmp_cl, (float)0.5);\n
float tmp_co = (float)1 / tmp_cn;\n float3 tmp_cp = float3(tmp_co,
tmp_co, tmp_co);\n float3 tmp_cq = tmp_ce * tmp_cp;\n
float tmp_cr = Rand(attributes.seed);\n float tmp_ct = tmp_cr *
(float)6;\n float3 tmp_cu = float3(tmp_ct, tmp_ct, tmp_ct);\n
float3 tmp_cv = tmp_cq * tmp_cu;\n float3 tmp_cw = tmp_cv - ArcTorus_center_a;\n
float3 tmp_cx = uniform_h * tmp_cw;\n float tmp_cy = tmp_cx[2];\n
float tmp_cz = tmp_cx[1];\n float tmp_da = tmp_cy + tmp_cz;\n
float tmp_db = tmp_cx[0];\n float tmp_dc = tmp_da + tmp_db;\n
float3 tmp_dd = float3(tmp_dc, tmp_dc, tmp_dc);\n float3 tmp_de
= uniform_h * tmp_dd;\n float3 tmp_df = ArcTorus_center_a + tmp_de;\n
float3 tmp_dg = tmp_cv - tmp_df;\n float tmp_dh = Rand(attributes.seed);\n
float tmp_dj = tmp_dh * (float)0.200000003;\n float tmp_dk = cos(tmp_dj);\n
float3 tmp_dl = float3(tmp_dk, tmp_dk, tmp_dk);\n float3 tmp_dm
= tmp_dg * tmp_dl;\n float3 tmp_dn = tmp_df + tmp_dm;\n
float tmp_do = tmp_dg[1];\n float tmp_dp = tmp_do * uniform_l;\n
float tmp_dq = tmp_dg[2];\n float tmp_dr = tmp_dq * uniform_m;\n
float tmp_ds = tmp_dp - tmp_dr;\n float tmp_dt = tmp_dq * uniform_n;\n
float tmp_du = tmp_dg[0];\n float tmp_dv = tmp_du * uniform_l;\n
float tmp_dw = tmp_dt - tmp_dv;\n float tmp_dx = tmp_du * uniform_m;\n
float tmp_dy = tmp_do * uniform_n;\n float tmp_dz = tmp_dx - tmp_dy;\n
float3 tmp_ea = float3(tmp_ds, tmp_dw, tmp_dz);\n float tmp_eb =
sin(tmp_dj);\n float3 tmp_ec = float3(tmp_eb, tmp_eb, tmp_eb);\n
float3 tmp_ed = tmp_ea * tmp_ec;\n float3 tmp_ee = tmp_dn + tmp_ed;\n
float3 tmp_ef = mul(uniform_p, float4(attributes.position, 1.0)).xyz;\n
float3 tmp_eh = tmp_ef * float3(0, 0, 32);\n float3 tmp_ei = mul((float3x3)uniform_o,
tmp_eh);\n float3 tmp_ej = tmp_ee + tmp_ei;\n float tmp_ek
= atan2(tmp_bu, tmp_bx);\n float tmp_el = tmp_ek + uniform_g;\n
float tmp_en = tmp_el / (float)6.28318548;\n float tmp_eo = frac(tmp_en);\n
float tmp_ep = tmp_eo * (float)6.28318548;\n float tmp_eq = tmp_ep
/ (float)6.28318548;\n float tmp_er = SampleCurve(uniform_q,tmp_eq);\n
float3 tmp_es = float3(tmp_er, tmp_er, tmp_er);\n float3 tmp_et
= tmp_ej * tmp_es;\n float tmp_ev = Rand(attributes.seed);\n
float tmp_ex = tmp_ev * (float)1.20000005;\n float tmp_ey = (float)0.800000012
+ tmp_ex;\n float3 tmp_ez = float3(tmp_ey, tmp_ey, tmp_ey);\n
float3 tmp_fa = tmp_et * tmp_ez;\n SetAttribute_E629755( /*inout
*/attributes.velocity, tmp_fa);\n }\n {\n SetAttribute_A7C1C832(
/*inout */attributes.mass, /*inout */attributes.seed, (float)0.600000024,
(float)1.20000005);\n }\n {\n uint tmp_br = attributes.particleId
^ asuint(uniform_r);\n float tmp_bs = FixedRand(tmp_br);\n
float tmp_bu = attributes.position[1];\n float tmp_bw = max(tmp_bu,
(float)0.200000003);\n float tmp_by = min(tmp_bw, (float)0.800000012);\n
float tmp_bz = tmp_by - (float)0.200000003;\n float tmp_cb = tmp_bz
/ (float)0.600000024;\n float tmp_cd = tmp_cb * (float)-0.140000001;\n
float tmp_ce = (float)0.150000006 + tmp_cd;\n bool tmp_cf = tmp_bs
< tmp_ce;\n float tmp_ci = max(tmp_cb, (float)0);\n float
tmp_ck = min(tmp_ci, (float)1);\n float tmp_cm = tmp_ck * (float)-1.5;\n
float tmp_cn = (float)2.5 + tmp_cm;\n uint tmp_cp = attributes.particleId
^ asuint(uniform_s);\n float tmp_cq = FixedRand(tmp_cp);\n
float tmp_cr = tmp_cq * (float)0.899999976;\n float tmp_cs = (float)0.899999976
+ tmp_cr;\n float tmp_ct = tmp_cn * tmp_cs;\n float tmp_cw
= tmp_cq * (float)0.49999997;\n float tmp_cx = (float)0.400000006
+ tmp_cw;\n float tmp_cy = tmp_cf ? tmp_ct : tmp_cx;\n
SetAttribute_F0142CB9( /*inout */attributes.lifetime, tmp_cy);\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 * 0x8 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n
attributeBuffer.Store3((index * 0x14 + 0xDBCC0) << 2,asuint(attributes.color));\n
attributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x1 + 0x2C43C0) << 2,asuint(attributes.mass));\n
attributeBuffer.Store((index * 0x1 + 0x2DCA80) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x1 + 0x2F5140) << 2,asuint(attributes.particleId));\n
attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(attributes.age));\n
attributeBuffer.Store((index * 0x14 + 0xDBCC3) << 2,asuint(attributes.alpha));\n
attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(attributes.alive));\n
attributeBuffer.Store3((index * 0x14 + 0xDBCC4) << 2,asuint(attributes.axisX));\n
attributeBuffer.Store3((index * 0x14 + 0xDBCC8) << 2,asuint(attributes.axisY));\n
attributeBuffer.Store3((index * 0x14 + 0xDBCCC) << 2,asuint(attributes.axisZ));\n
attributeBuffer.Store((index * 0x14 + 0xDBCC7) << 2,asuint(attributes.pivotX));\n
attributeBuffer.Store((index * 0x14 + 0xDBCCB) << 2,asuint(attributes.pivotY));\n
attributeBuffer.Store((index * 0x14 + 0xDBCCF) << 2,asuint(attributes.pivotZ));\n
attributeBuffer.Store((index * 0x14 + 0xDBCD0) << 2,asuint(attributes.scaleX));\n
attributeBuffer.Store((index * 0x14 + 0xDBCD1) << 2,asuint(attributes.scaleY));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define
VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float4x4
uniform_e;\n float3 Sphere_center_e;\n float deltaTime_a;\nCBUFFER_END\n\nstruct
Attributes\n{\n float3 position;\n uint seed;\n float3 velocity;\n
float mass;\n float lifetime;\n float age;\n bool alive;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if
VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint> attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime
/ mass);\n}\nvoid Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n
velocity += Force * deltaTime;\n}\nvoid Drag_0(inout float3 velocity, float
mass, float dragCoefficient, float deltaTime) /*UseParticleSize:False */\n{\n
velocity *= max(0.0,(1.0 - (dragCoefficient * deltaTime) / mass));\n}\nvoid
CollisionPlane_1(inout float3 position, inout float3 velocity, inout float
age, float lifetime, inout uint seed, float3 Plane_position, float3 Plane_normal,
float Bounce, float Friction, float LifetimeLoss, float Roughness, float deltaTime,
float colliderSign, float radius, float4 plane) /*mode:Solid radiusMode:None
roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n
float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n
float w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n
if (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n
float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal
= (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal; // random
normal on hemisphere, relative to the normal\n n = normalize(lerp(n,
randomNormal, Roughness));\n \n float projVelocity = dot(n, velocity);\n
\n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity
= velocity - normalVelocity;\n \n if (projVelocity < 0)\n
velocity -= ((1 + Bounce) * projVelocity) * n;\n velocity -= Friction
* tangentVelocity;\n \n age += (LifetimeLoss * lifetime);\n \n
}\n}\nvoid CollisionSphere_0(inout float3 position, inout float3 velocity,
inout float age, float lifetime, float3 Sphere_center, float Sphere_radius,
float Bounce, float Friction, float LifetimeLoss, float deltaTime, float colliderSign,
float radius) /*mode:Solid radiusMode:None roughSurface:False */\n{\n \n
float3 nextPos = position + velocity * deltaTime;\n float3 dir = nextPos
- Sphere_center;\n float sqrLength = dot(dir, dir);\n float totalRadius
= Sphere_radius + colliderSign * radius;\n if (colliderSign * sqrLength
<= colliderSign * totalRadius * totalRadius)\n {\n float dist = sqrt(sqrLength);\n
float3 n = colliderSign * dir / dist;\n position -= n * (dist - totalRadius)
* colliderSign;\n \n float projVelocity = dot(n, velocity);\n
\n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity
= velocity - normalVelocity;\n \n if (projVelocity < 0)\n
velocity -= ((1 + Bounce) * projVelocity) * n;\n velocity -= Friction
* tangentVelocity;\n \n age += (LifetimeLoss * lifetime);\n \n
}\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 + 0x7) << 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 * 0x8 + 0x0) << 2));\n\t\t\tattributes.seed
= (attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tattributes.mass
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2DCA80) << 2));\n\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 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
float tmp_be = attributes.age / attributes.lifetime;\n\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t float tmp_bg = attributes.position[1];\n\t\t\t
float tmp_bi = max(tmp_bg, (float)0.200000003);\n\t\t\t float tmp_bk = min(tmp_bi,
(float)0.800000012);\n\t\t\t float tmp_bl = tmp_bk - (float)0.200000003;\n\t\t\t
float tmp_bn = tmp_bl / (float)0.600000024;\n\t\t\t float tmp_bp = tmp_bn
* (float)20;\n\t\t\t float tmp_bq = tmp_bf * tmp_bp;\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
tmp_bq, (float)1, (float)1.5, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
float tmp_be = attributes.position[1];\n\t\t\t bool tmp_bg = tmp_be > (float)0.0199999996;\n\t\t\t
float tmp_bi = tmp_bg ? (float)-9.81000042 : (float)0;\n\t\t\t float3 tmp_bj
= float3((float)0, tmp_bi, (float)0);\n\t\t\t float3 tmp_bk = mul((float3x3)uniform_e,
tmp_bj);\n\t\t\t Gravity( /*inout */attributes.velocity, tmp_bk, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
Drag_0( /*inout */attributes.velocity, attributes.mass, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
CollisionPlane_1( /*inout */attributes.position, /*inout */attributes.velocity,
/*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed,
float3(0, 0, 0), float3(0, 1, 0), (float)0.5, (float)0, (float)0, (float)0.0798069537,
deltaTime_a, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t\t}\n\t\t\t{\n\t\t\t
CollisionSphere_0( /*inout */attributes.position, /*inout */attributes.velocity,
/*inout */attributes.age, attributes.lifetime, Sphere_center_e, (float)0.959999979,
(float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\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
* 0x8 + 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x4) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 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 + 0x7) << 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 * 0x8 + 0x0) << 2));\n\t\tattributes.seed
= (attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\tattributes.mass
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2C43C0) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2DCA80) << 2));\n\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x7) << 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 float tmp_be = attributes.age
/ attributes.lifetime;\n\t\t float tmp_bf = (float)1 - tmp_be;\n\t\t
float tmp_bg = attributes.position[1];\n\t\t float tmp_bi = max(tmp_bg,
(float)0.200000003);\n\t\t float tmp_bk = min(tmp_bi, (float)0.800000012);\n\t\t
float tmp_bl = tmp_bk - (float)0.200000003;\n\t\t float tmp_bn = tmp_bl
/ (float)0.600000024;\n\t\t float tmp_bp = tmp_bn * (float)20;\n\t\t
float tmp_bq = tmp_bf * tmp_bp;\n\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
tmp_bq, (float)1, (float)1.5, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
float tmp_be = attributes.position[1];\n\t\t bool tmp_bg = tmp_be > (float)0.0199999996;\n\t\t
float tmp_bi = tmp_bg ? (float)-9.81000042 : (float)0;\n\t\t float3 tmp_bj
= float3((float)0, tmp_bi, (float)0);\n\t\t float3 tmp_bk = mul((float3x3)uniform_e,
tmp_bj);\n\t\t Gravity( /*inout */attributes.velocity, tmp_bk, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Drag_0( /*inout */attributes.velocity, attributes.mass, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
CollisionPlane_1( /*inout */attributes.position, /*inout */attributes.velocity,
/*inout */attributes.age, attributes.lifetime, /*inout */attributes.seed,
float3(0, 0, 0), float3(0, 1, 0), (float)0.5, (float)0, (float)0, (float)0.0798069537,
deltaTime_a, (float)1, (float)0, float4(0, 1, 0, 0));\n\t\t}\n\t\t{\n\t\t
CollisionSphere_0( /*inout */attributes.position, /*inout */attributes.velocity,
/*inout */attributes.age, attributes.lifetime, Sphere_center_e, (float)0.959999979,
(float)0.100000001, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\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 *
0x8 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0x1 + 0xC3600) << 2,asuint(attributes.seed));\n\t\tattributeBuffer.Store3((index
* 0x8 + 0x4) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(attributes.age));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x7) << 2,uint(attributes.alive));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]Output Particle Quad'
source: "Shader \"Hidden/VFX/Portal/System 1/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 One \n\t\tBlend 1 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_COLOR_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_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT
1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define
VFX_USE_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_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_COLORMAPPING_DEFAULT
1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define
WRITE_MOTION_VECTOR_IN_FORWARD 1\n\t\t#define VFX_BYPASS_EXPOSURE 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_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Scale_b;\n\t\t float4 Alpha_d;\n\t\t float Alpha_e;\n\t\t float
gradient_f;\n\t\t float currentFrameIndex;\n\t\t uint PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct
Attributes\n\t\t{\n\t\t float3 position;\n\t\t float3 color;\n\t\t
float3 velocity;\n\t\t float lifetime;\n\t\t uint particleId;\n\t\t
float age;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t
float3 axisY;\n\t\t float3 axisZ;\n\t\t float 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 size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
float scaleZ;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\tfloat4 mainTexture_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 \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
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_57216CF6(inout float scaleY, float3 velocity, float4 Scale,
float2 SpeedRange) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t
float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY
= value.x;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3
axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_3FAB855(inout
float alpha, uint particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
float value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout float alpha, float
Alpha) /*attribute:alpha Composition:Multiply Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
age, float lifetime, inout float3 color, inout float alpha, float gradient)
/*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t
\n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t
color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position, inout float
alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\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 * 0x8 + 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
* 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2DCA80) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x2F5140) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x8 + 0x7) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC4) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC8) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCCC) << 2));\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
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC7) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCB) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCF) << 2));\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD0) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD1) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x7) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2DCA80) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x2F5140) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC4) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC8) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCCC) << 2));\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 = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCC7) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCCB) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCCF) << 2));\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCD0) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCD1) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151644( /*inout */attributes.scaleX, (float)0.00999999978);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
AttributeFromCurve_57216CF6( /*inout */attributes.scaleY, attributes.velocity,
Scale_b, float2(0, 0.25));\n\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\t{\n\t\t\t\t AttributeFromCurve_3FAB855( /*inout
*/attributes.alpha, attributes.particleId, Alpha_d, (uint)0);\n\t\t\t\t}\n\t\t\t\tSetAttribute_C7757136(
/*inout */attributes.alpha, Alpha_e);\n\t\t\t\tColorOverLife_733E3(attributes.age,
attributes.lifetime, /*inout */attributes.color, /*inout */attributes.alpha,
gradient_f);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, float3(0, 0.579999983,
0));\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position, /*inout */attributes.alpha,
attributes.size, /*inout */attributes.scaleX, /*inout */attributes.scaleY);\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;\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 \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\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 \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t float alpha = OUTSG.;\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
\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
SetAttribute_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_57216CF6(inout float scaleY, float3 velocity, float4 Scale,
float2 SpeedRange) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n\t\t\t{\n\t\t\t
float t = saturate((length(velocity) - SpeedRange.x) * SpeedRange.y);\n\t\t\t
float value = 0.0f;\n\t\t\t value = SampleCurve(Scale, t);\n\t\t\t scaleY
= value.x;\n\t\t\t}\n\t\t\tvoid Orient_94A(inout float3 axisX, inout float3
axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t axisY = normalize(velocity);\n\t\t\t
axisZ = position - GetViewVFXPosition();\n\t\t\t axisX = normalize(cross(axisY,axisZ));\n\t\t\t
axisZ = cross(axisX,axisY);\n\t\t\t \n\t\t\t}\n\t\t\tvoid AttributeFromCurve_3FAB855(inout
float alpha, uint particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
float value = 0.0f;\n\t\t\t value = SampleCurve(Alpha, t);\n\t\t\t alpha
= value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout float alpha, float
Alpha) /*attribute:alpha Composition:Multiply Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
age, float lifetime, inout float3 color, inout float alpha, float gradient)
/*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t
\n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t
color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3 position, inout float
alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY =
localSize.y / size;\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 * 0x8 + 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
* 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x2DCA80) << 2));\n\t\t\t\t\t\tattributes.particleId = (attributeBuffer.Load((index
* 0x1 + 0x2F5140) << 2));\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index
* 0x8 + 0x7) << 2));\n\t\t\t\t\t\tattributes.axisX = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC4) << 2));\n\t\t\t\t\t\tattributes.axisY = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCC8) << 2));\n\t\t\t\t\t\tattributes.axisZ = asfloat(attributeBuffer.Load3((index
* 0x14 + 0xDBCCC) << 2));\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
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC7) << 2));\n\t\t\t\t\t\tattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCB) << 2));\n\t\t\t\t\t\tattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCF) << 2));\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD0) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD1) << 2));\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x7) << 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 * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC0) << 2));\n\t\t\t\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2DCA80) << 2));\n\t\t\t\t\t\tattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x2F5140) << 2));\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tattributes.alpha
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC3) << 2));\n\t\t\t\t\t\tattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC4) << 2));\n\t\t\t\t\t\tattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC8) << 2));\n\t\t\t\t\t\tattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCCC) << 2));\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 = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCC7) << 2));\n\t\t\t\t\t\tattributes.pivotY = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCCB) << 2));\n\t\t\t\t\t\tattributes.pivotZ = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCCF) << 2));\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCD0) << 2));\n\t\t\t\t\t\tattributes.scaleY
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCD1) << 2));\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t
SetAttribute_D5151644( /*inout */attributes.scaleX, (float)0.00999999978);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
AttributeFromCurve_57216CF6( /*inout */attributes.scaleY, attributes.velocity,
Scale_b, float2(0, 0.25));\n\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\t{\n\t\t\t\t AttributeFromCurve_3FAB855( /*inout
*/attributes.alpha, attributes.particleId, Alpha_d, (uint)0);\n\t\t\t\t}\n\t\t\t\tSetAttribute_C7757136(
/*inout */attributes.alpha, Alpha_e);\n\t\t\t\tColorOverLife_733E3(attributes.age,
attributes.lifetime, /*inout */attributes.color, /*inout */attributes.alpha,
gradient_f);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, float3(0, 0.579999983,
0));\n\t\t\t\t}\n\t\t\t\tSubpixelAA(attributes.position, /*inout */attributes.alpha,
attributes.size, /*inout */attributes.scaleX, /*inout */attributes.scaleY);\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;\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 \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\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 \n\t\t \n\t\t \n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_COLOR\n\t\t o.color.rgb = OUTSG..rgb;\n\t\t
#endif\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_ALPHA \n\t\t
o.color.a = OUTSG.;\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: '[System 1]MotionVector'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT
1\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_AGE_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define
VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT
1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT
1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define
VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_WORLD_SPACE
1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4 Scale_b;\n float4 Alpha_d;\n float Alpha_e;\n float gradient_f;\n
float currentFrameIndex;\n uint PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 position;\n float3 color;\n float3 velocity;\n float lifetime;\n
uint particleId;\n float age;\n float alpha;\n bool alive;\n float3
axisX;\n float3 axisY;\n float3 axisZ;\n float angleX;\n float
angleY;\n float angleZ;\n float pivotX;\n float pivotY;\n float
pivotZ;\n float size;\n float scaleX;\n float scaleY;\n float scaleZ;\n};\n\nstruct
SourceAttributes\n{\n};\n\nTexture2D mainTexture;\nSamplerState samplermainTexture;\nfloat4
mainTexture_TexelSize;\n\n\r\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer
attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer<uint>
deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer<uint>
indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint
dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151644(inout
float scaleX, float Scale) /*attribute:scale Composition:Overwrite Source:Slot
Random:Off channels:X */\n{\n scaleX = Scale.x;\n}\nvoid AttributeFromCurve_57216CF6(inout
float scaleY, float3 velocity, float4 Scale, float2 SpeedRange) /*attribute:scale
Composition:Overwrite AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent
ColorMode:ColorAndAlpha channels:Y */\n{\n float t = saturate((length(velocity)
- SpeedRange.x) * SpeedRange.y);\n float value = 0.0f;\n value = SampleCurve(Scale,
t);\n scaleY = value.x;\n}\nvoid Orient_94A(inout float3 axisX, inout float3
axisY, inout float3 axisZ, float3 position, float3 velocity) /*mode:AlongVelocity
axes:ZY */\n{\n \n axisY = normalize(velocity);\n axisZ = position
- GetViewVFXPosition();\n axisX = normalize(cross(axisY,axisZ));\n axisZ
= cross(axisX,axisY);\n \n}\nvoid AttributeFromCurve_3FAB855(inout float
alpha, uint particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n{\n float t = FIXED_RAND(Seed);\n
float value = 0.0f;\n value = SampleCurve(Alpha, t);\n alpha = value;\n}\nvoid
SetAttribute_C7757136(inout float alpha, float Alpha) /*attribute:alpha Composition:Multiply
Source:Slot Random:Off channels:XYZ */\n{\n alpha *= Alpha;\n}\nvoid ColorOverLife_733E3(float
age, float lifetime, inout float3 color, inout float alpha, float gradient)
/*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n{\n
\n float4 sampledColor = SampleGradient(gradient, age/lifetime);\n color
*= sampledColor.rgb;\n alpha *= sampledColor.a;\n \n}\nvoid SetAttribute_65DEC940(inout
float pivotX, inout float pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n pivotX
= Pivot.x;\n pivotY = Pivot.y;\n pivotZ = Pivot.z;\n}\nvoid SubpixelAA(float3
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n{\n
\n float2 localSize = size * float2(scaleX, scaleY);\n float clipPosW
= TransformPositionVFXToClip(position).w;\n float minSize = clipPosW / (0.5f
* min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1] * _ScreenParams.y));
// max size in one pixel\n float2 clampedSize = max(localSize,minSize);\n
float fade = (localSize.x * localSize.y) / (clampedSize.x * clampedSize.y);\n
alpha *= fade;\n localSize = clampedSize;\n scaleX = localSize.x / size;\n
scaleY = localSize.y / size;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: SV_GroupThreadID)\r\n{\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n\t\tAttributes
attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\nattributes.color
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC0) << 2));\nattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\nattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x2DCA80) << 2));\nattributes.particleId
= (attributeBuffer.Load((index * 0x1 + 0x2F5140) << 2));\nattributes.age =
asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\nattributes.alpha
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC3) << 2));\nattributes.axisX
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC4) << 2));\nattributes.axisY
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCC8) << 2));\nattributes.axisZ
= asfloat(attributeBuffer.Load3((index * 0x14 + 0xDBCCC) << 2));\nattributes.angleX
= (float)0;\nattributes.angleY = (float)0;\nattributes.angleZ = (float)0;\nattributes.pivotX
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCC7) << 2));\nattributes.pivotY
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCB) << 2));\nattributes.pivotZ
= asfloat(attributeBuffer.Load((index * 0x14 + 0xDBCCF) << 2));\nattributes.size
= (float)0.100000001;\nattributes.scaleX = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD0) << 2));\nattributes.scaleY = asfloat(attributeBuffer.Load((index
* 0x14 + 0xDBCD1) << 2));\nattributes.scaleZ = (float)1;\n\n\r\n\t\t\t{\n\t\t\t
SetAttribute_D5151644( /*inout */attributes.scaleX, (float)0.00999999978);\n\t\t\t}\n\t\t\t{\n\t\t\t
AttributeFromCurve_57216CF6( /*inout */attributes.scaleY, attributes.velocity,
Scale_b, float2(0, 0.25));\n\t\t\t}\n\t\t\tOrient_94A( /*inout */attributes.axisX,
/*inout */attributes.axisY, /*inout */attributes.axisZ, attributes.position,
attributes.velocity);\n\t\t\t{\n\t\t\t AttributeFromCurve_3FAB855( /*inout
*/attributes.alpha, attributes.particleId, Alpha_d, (uint)0);\n\t\t\t}\n\t\t\tSetAttribute_C7757136(
/*inout */attributes.alpha, Alpha_e);\n\t\t\tColorOverLife_733E3(attributes.age,
attributes.lifetime, /*inout */attributes.color, /*inout */attributes.alpha,
gradient_f);\n\t\t\t{\n\t\t\t SetAttribute_65DEC940( /*inout */attributes.pivotX,
/*inout */attributes.pivotY, /*inout */attributes.pivotZ, float3(0, 0.579999983,
0));\n\t\t\t}\n\t\t\tSubpixelAA(attributes.position, /*inout */attributes.alpha,
attributes.size, /*inout */attributes.scaleX, /*inout */attributes.scaleY);\n\t\t\t\n\r\n\t\t\t\r\n\t\t\t\n\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t#endif\n\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t#endif\n\t\t\t\r\n\t\t\tfloat4x4
elementToVFX = GetElementToVFXMatrix(\r\n\t\t\t\tattributes.axisX,\r\n\t\t\t\tattributes.axisY,\r\n\t\t\t\tattributes.axisZ,\r\n\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\r\n\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\r\n\t\t\t\tsize3,\r\n\t\t\t\tattributes.position);\r\n\t\t\r\n\t\t\tUNITY_UNROLL\r\n\t\t\tfor
(int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\r\n\t\t\t{\r\n\t\t\t\tUNITY_UNROLL\r\n\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\r\n\t\t\t\t{\r\n\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\r\n\t\t\t\t\tfloat
value = elementToVFX[itIndexMatrixRow][itIndexMatrixCol];\r\n\t\t\t\t\telementToVFXBuffer.Store((index
* 16 + itIndexMatrix) << 2, asuint(value));\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n
elementToVFXBuffer.Store((index*16 + 15) << 2, attributes.alive ? asuint(currentFrameIndex)
: 0u);\r\n\t\t}\t\t\r\n\t}\r\n}\r\n"
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