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cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n
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(float)1.42, (float)1);\n }\n {\n SetAttribute_3278B22F(
/*inout */size, (float)1);\n }\n {\n SetAttribute_D515195D(
/*inout */scaleX, /*inout */scaleY, /*inout */seed, float2(0.001,0.02), float2(0.05,0.5));\n
\ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
\ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n
\ attributeBuffer.Store3((index * 0x8 + 0x4E200) << 2,asuint(position));\n
\ attributeBuffer.Store3((index * 0x4 + 0x2BF200) << 2,asuint(velocity));\n
\ attributeBuffer.Store((index * 0x3 + 0x3F7A00) << 2,asuint(size));\n
\ attributeBuffer.Store((index * 0x3 + 0x3F7A01) << 2,asuint(scaleX));\n
\ attributeBuffer.Store((index * 0x3 + 0x3F7A02) << 2,asuint(scaleY));\n
\ attributeBuffer.Store((index * 0x8 + 0x4E203) << 2,asuint(age));\n
\ attributeBuffer.Store((index * 0x8 + 0x4E204) << 2,uint(alive));\n
\ attributeBuffer.Store((index * 0x4 + 0x2BF203) << 2,asuint(particleId));\n
\ attributeBuffer.Store3((index * 0x4 + 0x4E2000) << 2,asuint(oldPosition));\n
\ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
* 0x8 + 0x4E200) << 2,asuint(position));\n attributeBuffer.Store3((index
* 0x4 + 0x2BF200) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x3 + 0x3F7A00) << 2,asuint(size));\n attributeBuffer.Store((index
* 0x3 + 0x3F7A01) << 2,asuint(scaleX));\n attributeBuffer.Store((index
* 0x3 + 0x3F7A02) << 2,asuint(scaleY));\n attributeBuffer.Store((index
* 0x8 + 0x4E203) << 2,asuint(age));\n attributeBuffer.Store((index *
0x8 + 0x4E204) << 2,uint(alive));\n attributeBuffer.Store((index * 0x4
+ 0x2BF203) << 2,asuint(particleId));\n attributeBuffer.Store3((index
* 0x4 + 0x4E2000) << 2,asuint(oldPosition));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_EVENTCOUNT_CURRENT
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_OLDPOSITION_CURRENT
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4x4 uniform_l;\n float4 uniform_j;\n float4 uniform_k;\n float4
uniform_n;\n float3 uniform_b;\n float uniform_c;\n float3 uniform_d;\n
\ float uniform_g;\n float3 uniform_e;\n float uniform_h;\n float3
uniform_f;\n float uniform_i;\n float3 uniform_m;\n float deltaTime_c;\nCBUFFER_END\nTexture3D
attributeMap_b;\nSamplerState samplerattributeMap_b;\nAppendStructuredBuffer<uint>
eventListOut_a;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
= Position;\n}\nvoid 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 GPUEventOnDie(float lifetime, float age, bool alive, inout
uint eventCount, uint count, float deltaTime)\n{\n eventCount = (age + deltaTime
> lifetime || !alive) ? count : 0;\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x4E204) << 2));\n\t\t\n\n\t\tif
(alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4E200) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2BF200) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x4E203) << 2));\n\t\t\tuint eventCount_a = 0u;\n\t\t\tuint eventCount
= (uint)0;\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x4 + 0x2BF203)
<< 2));\n\t\t\tfloat3 oldPosition = asfloat(attributeBuffer.Load3((index * 0x4
+ 0x4E2000) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t float tmp_bp = age / lifetime;\n\t\t\t
\ uint tmp_bq = particleId ^ asuint(uniform_c);\n\t\t\t float tmp_br =
FixedRand(tmp_bq);\n\t\t\t float tmp_bt = tmp_br * (float)0.1;\n\t\t\t float
tmp_bu = tmp_bp - tmp_bt;\n\t\t\t float tmp_bw = max(tmp_bu, (float)0);\n\t\t\t
\ float tmp_bx = min(tmp_bw, (float)1);\n\t\t\t float tmp_by = (float)1
- tmp_bx;\n\t\t\t float3 tmp_bz = float3(tmp_by, tmp_by, tmp_by);\n\t\t\t
\ float3 tmp_ca = uniform_b * tmp_bz;\n\t\t\t float3 tmp_cb = tmp_ca *
tmp_bz;\n\t\t\t float3 tmp_cc = tmp_cb * tmp_bz;\n\t\t\t float3 tmp_cd
= uniform_d * tmp_bz;\n\t\t\t float3 tmp_ce = tmp_cd * tmp_bz;\n\t\t\t float3
tmp_cf = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t\t float3 tmp_cg = tmp_ce *
tmp_cf;\n\t\t\t float3 tmp_ch = tmp_cc + tmp_cg;\n\t\t\t float3 tmp_ci
= uniform_e * tmp_bz;\n\t\t\t float3 tmp_cj = tmp_ci * tmp_cf;\n\t\t\t float3
tmp_ck = tmp_cj * tmp_cf;\n\t\t\t float3 tmp_cl = tmp_ch + tmp_ck;\n\t\t\t
\ float3 tmp_cm = uniform_f * tmp_cf;\n\t\t\t float3 tmp_cn = tmp_cm *
tmp_cf;\n\t\t\t float3 tmp_co = tmp_cn * tmp_cf;\n\t\t\t float3 tmp_cp
= tmp_cl + tmp_co;\n\t\t\t uint tmp_cr = particleId ^ asuint(uniform_g);\n\t\t\t
\ float tmp_cs = FixedRand(tmp_cr);\n\t\t\t float tmp_cu = tmp_cs * (float)2;\n\t\t\t
\ float tmp_cv = (float)-1 + tmp_cu;\n\t\t\t uint tmp_cw = particleId ^
asuint(uniform_h);\n\t\t\t float tmp_cx = FixedRand(tmp_cw);\n\t\t\t float
tmp_cy = tmp_cx * (float)2;\n\t\t\t float tmp_cz = (float)-1 + tmp_cy;\n\t\t\t
\ uint tmp_da = particleId ^ asuint(uniform_i);\n\t\t\t float tmp_db =
FixedRand(tmp_da);\n\t\t\t float tmp_dc = tmp_db * (float)2;\n\t\t\t float
tmp_dd = (float)-1 + tmp_dc;\n\t\t\t float3 tmp_de = float3(tmp_cv, tmp_cz,
tmp_dd);\n\t\t\t float3 tmp_dg = tmp_de * float3(0.2,0.2,0.2);\n\t\t\t float
tmp_dh = SampleCurve(uniform_j,tmp_bp);\n\t\t\t float tmp_dj = tmp_dh * (float)3;\n\t\t\t
\ float3 tmp_dk = float3(tmp_dj, tmp_dj, tmp_dj);\n\t\t\t float3 tmp_dl
= tmp_dg * tmp_dk;\n\t\t\t float3 tmp_dm = tmp_cp + tmp_dl;\n\t\t\t float
tmp_dn = SampleCurve(uniform_k,tmp_bp);\n\t\t\t float3 tmp_do = float3(tmp_dn,
tmp_dn, tmp_dn);\n\t\t\t float3 tmp_dp = mul(uniform_l, float4(position,
1.0)).xyz;\n\t\t\t float3 tmp_dq = tmp_dp - tmp_dm;\n\t\t\t float3 tmp_dr
= tmp_do * tmp_dq;\n\t\t\t float3 tmp_ds = tmp_dm + tmp_dr;\n\t\t\t SetAttribute_CAC29747(
/*inout */position, tmp_ds);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bo = uniform_m
+ position;\n\t\t\t float3 tmp_bq = tmp_bo * float3(0.58,0.58,0.58);\n\t\t\t
\ float tmp_bt = age / lifetime;\n\t\t\t float tmp_bu = SampleCurve(uniform_n,tmp_bt);\n\t\t\t
\ float tmp_bw = tmp_bu * (float)1.2;\n\t\t\t float3 tmp_bx = float3(tmp_bw,
tmp_bw, tmp_bw);\n\t\t\t AttributeFromMap_6F69BFAE( /*inout */position, GetVFXSampler(attributeMap_b,
samplerattributeMap_b), tmp_bq, (float)0, float3(-0.5,-0.52,-0.5), tmp_bx);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ eventCount = 0u;\n\t\t\t GPUEventOnDie(lifetime, age, alive, /*inout
*/eventCount, (uint)1, deltaTime_c);\n\t\t\t eventCount_a += eventCount;\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_c);\n\t\t\tAge( /*inout */age, deltaTime_c);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x4E200) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x4E203) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index *
0x4 + 0x4E2000) << 2,asuint(oldPosition));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x4E204) << 2,uint(alive));\n\t\t\t\tfor (uint i = 0; i < eventCount_a;
++i) eventListOut_a.Append(index);\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4E200) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x2BF200) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x4E203) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x4E204) << 2));\n\t\tuint eventCount_a = 0u;\n\t\tuint eventCount = (uint)0;\n\t\tuint
particleId = (attributeBuffer.Load((index * 0x4 + 0x2BF203) << 2));\n\t\tfloat3
oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E2000) << 2));\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
\ float tmp_bp = age / lifetime;\n\t\t uint tmp_bq = particleId ^ asuint(uniform_c);\n\t\t
\ float tmp_br = FixedRand(tmp_bq);\n\t\t float tmp_bt = tmp_br * (float)0.1;\n\t\t
\ float tmp_bu = tmp_bp - tmp_bt;\n\t\t float tmp_bw = max(tmp_bu, (float)0);\n\t\t
\ float tmp_bx = min(tmp_bw, (float)1);\n\t\t float tmp_by = (float)1 -
tmp_bx;\n\t\t float3 tmp_bz = float3(tmp_by, tmp_by, tmp_by);\n\t\t float3
tmp_ca = uniform_b * tmp_bz;\n\t\t float3 tmp_cb = tmp_ca * tmp_bz;\n\t\t
\ float3 tmp_cc = tmp_cb * tmp_bz;\n\t\t float3 tmp_cd = uniform_d * tmp_bz;\n\t\t
\ float3 tmp_ce = tmp_cd * tmp_bz;\n\t\t float3 tmp_cf = float3(tmp_bx,
tmp_bx, tmp_bx);\n\t\t float3 tmp_cg = tmp_ce * tmp_cf;\n\t\t float3 tmp_ch
= tmp_cc + tmp_cg;\n\t\t float3 tmp_ci = uniform_e * tmp_bz;\n\t\t float3
tmp_cj = tmp_ci * tmp_cf;\n\t\t float3 tmp_ck = tmp_cj * tmp_cf;\n\t\t float3
tmp_cl = tmp_ch + tmp_ck;\n\t\t float3 tmp_cm = uniform_f * tmp_cf;\n\t\t
\ float3 tmp_cn = tmp_cm * tmp_cf;\n\t\t float3 tmp_co = tmp_cn * tmp_cf;\n\t\t
\ float3 tmp_cp = tmp_cl + tmp_co;\n\t\t uint tmp_cr = particleId ^ asuint(uniform_g);\n\t\t
\ float tmp_cs = FixedRand(tmp_cr);\n\t\t float tmp_cu = tmp_cs * (float)2;\n\t\t
\ float tmp_cv = (float)-1 + tmp_cu;\n\t\t uint tmp_cw = particleId ^ asuint(uniform_h);\n\t\t
\ float tmp_cx = FixedRand(tmp_cw);\n\t\t float tmp_cy = tmp_cx * (float)2;\n\t\t
\ float tmp_cz = (float)-1 + tmp_cy;\n\t\t uint tmp_da = particleId ^ asuint(uniform_i);\n\t\t
\ float tmp_db = FixedRand(tmp_da);\n\t\t float tmp_dc = tmp_db * (float)2;\n\t\t
\ float tmp_dd = (float)-1 + tmp_dc;\n\t\t float3 tmp_de = float3(tmp_cv,
tmp_cz, tmp_dd);\n\t\t float3 tmp_dg = tmp_de * float3(0.2,0.2,0.2);\n\t\t
\ float tmp_dh = SampleCurve(uniform_j,tmp_bp);\n\t\t float tmp_dj = tmp_dh
* (float)3;\n\t\t float3 tmp_dk = float3(tmp_dj, tmp_dj, tmp_dj);\n\t\t float3
tmp_dl = tmp_dg * tmp_dk;\n\t\t float3 tmp_dm = tmp_cp + tmp_dl;\n\t\t float
tmp_dn = SampleCurve(uniform_k,tmp_bp);\n\t\t float3 tmp_do = float3(tmp_dn,
tmp_dn, tmp_dn);\n\t\t float3 tmp_dp = mul(uniform_l, float4(position, 1.0)).xyz;\n\t\t
\ float3 tmp_dq = tmp_dp - tmp_dm;\n\t\t float3 tmp_dr = tmp_do * tmp_dq;\n\t\t
\ float3 tmp_ds = tmp_dm + tmp_dr;\n\t\t SetAttribute_CAC29747( /*inout
*/position, tmp_ds);\n\t\t}\n\t\t{\n\t\t float3 tmp_bo = uniform_m + position;\n\t\t
\ float3 tmp_bq = tmp_bo * float3(0.58,0.58,0.58);\n\t\t float tmp_bt =
age / lifetime;\n\t\t float tmp_bu = SampleCurve(uniform_n,tmp_bt);\n\t\t
\ float tmp_bw = tmp_bu * (float)1.2;\n\t\t float3 tmp_bx = float3(tmp_bw,
tmp_bw, tmp_bw);\n\t\t AttributeFromMap_6F69BFAE( /*inout */position, GetVFXSampler(attributeMap_b,
samplerattributeMap_b), tmp_bq, (float)0, float3(-0.5,-0.52,-0.5), tmp_bx);\n\t\t}\n\t\t{\n\t\t
\ eventCount = 0u;\n\t\t GPUEventOnDie(lifetime, age, alive, /*inout */eventCount,
(uint)1, deltaTime_c);\n\t\t eventCount_a += eventCount;\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_c);\n\t\tAge( /*inout */age, deltaTime_c);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x4E200) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 +
0x4E203) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4E204)
<< 2,uint(alive));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x4E2000) << 2,asuint(oldPosition));\n\t\tfor
(uint i = 0; i < eventCount_a; ++i) eventListOut_a.Append(index);\n\t\t\n\n#if
VFX_HAS_INDIRECT_DRAW\n uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]Magic Lamp - Particles'
source: "Shader \"Hidden/VFX/System 1/Magic Lamp - Particles\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend
SrcAlpha One\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#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALIVE_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_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_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_OLDPOSITION_CURRENT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Scale_x_c;\n\t\t float3 Color_d;\n\t\t float gradient_b;\n\t\tCBUFFER_END\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\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\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\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\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\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\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#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_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\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position) /*mode:FaceCameraPosition */\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
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 AttributeFromCurve_8BB145A3(inout float scaleX, inout
float scaleY, float age, float lifetime, float4 Scale_x, float4 Scale_y) /*attribute:scale
Composition:Multiply AlphaComposition:Overwrite SampleMode:OverLife Mode:PerComponent
ColorMode:ColorAndAlpha channels:XY */\n\t\t\t{\n\t\t\t float t = age / lifetime;\n\t\t\t
\ float2 value = 0.0f;\n\t\t\t value[0] = SampleCurve(Scale_x, t);\n\t\t\t
\ value[1] = SampleCurve(Scale_y, t);\n\t\t\t scaleX *= value.x;\n\t\t\t
\ scaleY *= value.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3
color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off
channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid ConnectTarget_0(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, inout float3 position,
inout float pivotY, float size, inout float scaleY, float3 TargetPosition, float
PivotShift) /*Orientation:Camera */\n\t\t\t{\n\t\t\t \n\t\t\t axisY =
TargetPosition-position;\n\t\t\t float len = length(axisY);\n\t\t\t scaleY
= len / size;\n\t\t\t axisY /= len;\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 position = lerp(position, TargetPosition, PivotShift);\n\t\t\t
\ pivotY = PivotShift - 0.5;\n\t\t\t \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#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A00) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A01) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A02) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E2000) << 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\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A00) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A01) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x3F7A02) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\tfloat
pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat3
oldPosition = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E2000) << 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\tOrient_1(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tColorOverLife_733E3(age,
lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\tAttributeFromCurve_8BB145A3(
/*inout */scaleX, /*inout */scaleY, age, lifetime, Scale_x_c, Scale_x_c);\n\t\t\t\tSetAttribute_545F0ED(
/*inout */color, Color_d);\n\t\t\t\t{\n\t\t\t\t ConnectTarget_0( /*inout
*/axisX, /*inout */axisY, /*inout */axisZ, /*inout */position, /*inout */pivotY,
size, /*inout */scaleY, oldPosition, (float)0.5);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(position,
\ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= 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
*= 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
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\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, 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\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#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\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.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\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\tps_output
o = (ps_output)0;\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 1
name: '[System 2]Initialize'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float3 ArcSphere_sphere_center_b;\n uint PADDING_0;\n float3 Direction_c;\n
\ uint PADDING_1;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime,
inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\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:Randomized */\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 VelocityDirection_18C(inout float3 velocity, inout float3 direction,
inout uint seed, float3 Direction, float MinSpeed, float MaxSpeed, float DirectionBlend)
/*composition:Add speedMode:Random */\n{\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n
\ direction = VFXSafeNormalize(lerp(direction, Direction, DirectionBlend));\n
\ velocity += direction * speed;\n}\nvoid SetAttribute_3278B543(inout float
size, inout uint seed, float Min, float Max) /*attribute:size Composition:Overwrite
Source:Slot Random:Uniform channels:X */\n{\n size = lerp(Min,Max,RAND);\n}\nvoid
SetAttribute_CEEAF046(inout float alpha, inout uint seed, float Min, float Max)
/*attribute:alpha Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
*/\n{\n alpha = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n 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\n#endif\n float lifetime
= (float)1;\n uint seed = (uint)0;\n float3 position = float3(0,0,0);\n
\ float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n
\ float size = (float)0.1;\n float alpha = (float)1;\n float
texIndex = (float)0;\n float age = (float)0;\n uint particleId
= (uint)0;\n bool alive = (bool)true;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n
\ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed
= WangHash(particleIndex ^ systemSeed);\n#endif\n \n {\n SetAttribute_F01429A3(
/*inout */lifetime, /*inout */seed, (float)4, (float)6);\n }\n {\n
\ PositionSphere_0( /*inout */position, /*inout */seed, /*inout
*/direction, ArcSphere_sphere_center_b, (float)0.04, (float)6.283185, (float)1);\n
\ }\n {\n VelocityDirection_18C( /*inout */velocity,
\ /*inout */direction, /*inout */seed, Direction_c, (float)0.85, (float)1.42,
(float)1);\n }\n {\n SetAttribute_3278B543( /*inout
*/size, /*inout */seed, (float)2, (float)2.67);\n }\n {\n SetAttribute_CEEAF046(
/*inout */alpha, /*inout */seed, (float)0.6, (float)1);\n }\n \n\n\n#if
VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex =
deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
\ attributeBuffer.Store((index * 0x1 + 0x0) << 2,asuint(lifetime));\n
\ attributeBuffer.Store3((index * 0x4 + 0x4E200) << 2,asuint(position));\n
\ attributeBuffer.Store3((index * 0x4 + 0x186A00) << 2,asuint(velocity));\n
\ attributeBuffer.Store((index * 0x2 + 0x2BF200) << 2,asuint(size));\n
\ attributeBuffer.Store((index * 0x2 + 0x2BF201) << 2,asuint(alpha));\n
\ attributeBuffer.Store((index * 0x3 + 0x35B600) << 2,asuint(texIndex));\n
\ attributeBuffer.Store((index * 0x3 + 0x35B601) << 2,asuint(age));\n
\ attributeBuffer.Store((index * 0x4 + 0x186A03) << 2,asuint(particleId));\n
\ attributeBuffer.Store((index * 0x3 + 0x35B602) << 2,uint(alive));\n
\ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store((index
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
* 0x4 + 0x4E200) << 2,asuint(position));\n attributeBuffer.Store3((index
* 0x4 + 0x186A00) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x2 + 0x2BF200) << 2,asuint(size));\n attributeBuffer.Store((index
* 0x2 + 0x2BF201) << 2,asuint(alpha));\n attributeBuffer.Store((index
* 0x3 + 0x35B600) << 2,asuint(texIndex));\n attributeBuffer.Store((index
* 0x3 + 0x35B601) << 2,asuint(age));\n attributeBuffer.Store((index *
0x4 + 0x186A03) << 2,asuint(particleId));\n attributeBuffer.Store((index
* 0x3 + 0x35B602) << 2,uint(alive));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 2]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define
VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4 FrameRate_a;\n float3 uniform_d;\n float deltaTime_a;\n float3
uniform_f;\n float uniform_e;\n float3 uniform_g;\n uint PADDING_0;\n
\ float3 uniform_h;\n uint PADDING_1;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
FlipbookPlay_1(inout float texIndex, float age, float lifetime, float4 FrameRate,
float deltaTime) /*mode:CurveOverLife */\n{\n texIndex += SampleCurve(FrameRate,
age/lifetime) * deltaTime;\n}\nvoid SetAttribute_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n{\n position = Position;\n}\nvoid 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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif (id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x35B602) << 2));\n\t\t\n\n\t\tif
(alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
0x1 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x4E200) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x186A00) << 2));\n\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0x35B600) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x35B601) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index
* 0x4 + 0x186A03) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\tFlipbookPlay_1( /*inout */texIndex, age,
lifetime, FrameRate_a, deltaTime_a);\n\t\t\t{\n\t\t\t float tmp_bg = age
/ lifetime;\n\t\t\t uint tmp_bh = particleId ^ asuint(uniform_e);\n\t\t\t
\ float tmp_bi = FixedRand(tmp_bh);\n\t\t\t float tmp_bk = tmp_bi * (float)0.1;\n\t\t\t
\ float tmp_bl = tmp_bg - tmp_bk;\n\t\t\t float tmp_bn = max(tmp_bl, (float)0);\n\t\t\t
\ float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t float tmp_bp = (float)1
- tmp_bo;\n\t\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t
\ float3 tmp_br = uniform_d * tmp_bq;\n\t\t\t float3 tmp_bs = tmp_br *
tmp_bq;\n\t\t\t float3 tmp_bt = tmp_bs * tmp_bq;\n\t\t\t float3 tmp_bu
= uniform_f * tmp_bq;\n\t\t\t float3 tmp_bv = tmp_bu * tmp_bq;\n\t\t\t float3
tmp_bw = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t float3 tmp_bx = tmp_bv *
tmp_bw;\n\t\t\t float3 tmp_by = tmp_bt + tmp_bx;\n\t\t\t float3 tmp_bz
= uniform_g * tmp_bq;\n\t\t\t float3 tmp_ca = tmp_bz * tmp_bw;\n\t\t\t float3
tmp_cb = tmp_ca * tmp_bw;\n\t\t\t float3 tmp_cc = tmp_by + tmp_cb;\n\t\t\t
\ float3 tmp_cd = uniform_h * tmp_bw;\n\t\t\t float3 tmp_ce = tmp_cd *
tmp_bw;\n\t\t\t float3 tmp_cf = tmp_ce * tmp_bw;\n\t\t\t float3 tmp_cg
= tmp_cc + tmp_cf;\n\t\t\t SetAttribute_CAC29747( /*inout */position, tmp_cg);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x4E200) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x35B600) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x35B601) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x35B602) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x4E200) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x186A00) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0x35B600) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x35B601) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
* 0x4 + 0x186A03) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x3
+ 0x35B602) << 2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition
= position;\n#endif\n\t\t\n\t\tFlipbookPlay_1( /*inout */texIndex, age, lifetime,
FrameRate_a, deltaTime_a);\n\t\t{\n\t\t float tmp_bg = age / lifetime;\n\t\t
\ uint tmp_bh = particleId ^ asuint(uniform_e);\n\t\t float tmp_bi = FixedRand(tmp_bh);\n\t\t
\ float tmp_bk = tmp_bi * (float)0.1;\n\t\t float tmp_bl = tmp_bg - tmp_bk;\n\t\t
\ float tmp_bn = max(tmp_bl, (float)0);\n\t\t float tmp_bo = min(tmp_bn,
(float)1);\n\t\t float tmp_bp = (float)1 - tmp_bo;\n\t\t float3 tmp_bq
= float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t float3 tmp_br = uniform_d * tmp_bq;\n\t\t
\ float3 tmp_bs = tmp_br * tmp_bq;\n\t\t float3 tmp_bt = tmp_bs * tmp_bq;\n\t\t
\ float3 tmp_bu = uniform_f * tmp_bq;\n\t\t float3 tmp_bv = tmp_bu * tmp_bq;\n\t\t
\ float3 tmp_bw = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t float3 tmp_bx =
tmp_bv * tmp_bw;\n\t\t float3 tmp_by = tmp_bt + tmp_bx;\n\t\t float3 tmp_bz
= uniform_g * tmp_bq;\n\t\t float3 tmp_ca = tmp_bz * tmp_bw;\n\t\t float3
tmp_cb = tmp_ca * tmp_bw;\n\t\t float3 tmp_cc = tmp_by + tmp_cb;\n\t\t float3
tmp_cd = uniform_h * tmp_bw;\n\t\t float3 tmp_ce = tmp_cd * tmp_bw;\n\t\t
\ float3 tmp_cf = tmp_ce * tmp_bw;\n\t\t float3 tmp_cg = tmp_cc + tmp_cf;\n\t\t
\ SetAttribute_CAC29747( /*inout */position, tmp_cg);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x4
+ 0x4E200) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x3 +
0x35B600) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store((index * 0x3 +
0x35B601) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x3 + 0x35B602)
<< 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 2]Magic Lamp - Smoke'
source: "Shader \"Hidden/VFX/System 2/Magic Lamp - Smoke\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\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#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_TEXINDEX_CURRENT
1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_COLOR_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
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 USE_FLIPBOOK 1\n\t\t#define USE_DEAD_LIST_COUNT 1\n\t\t#define
HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT 1\n\t\t#define HDRP_ENABLE_ENV_LIGHT
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR
1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR
1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Size_c;\n\t\t float Color_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\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\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\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\n\t\t\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\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#define
_SURFACE_TYPE_TRANSPARENT\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 SHADOW_VERY_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\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\tnointerpolation
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\tnointerpolation
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR
|| HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3
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\tnointerpolation 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\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal
: TEXCOORD3;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation
float3 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\tfloat3 posWS : TEXCOORD6;\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\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_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING\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\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
Orient_1(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position) /*mode:FaceCameraPosition */\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
AttributeFromCurve_D9E33653(inout float3 color, inout float alpha, float age,
float lifetime, float Color) /*attribute:color Composition:Overwrite AlphaComposition:Multiply
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 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\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x2 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x2 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x35B600) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x35B601) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index
* 0x3 + 0x35B602) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
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\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x35B602) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x2 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x2 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x35B600) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x35B601) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleY = (float)1;\n\t\t\t\t\t\tfloat
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\tOrient_1(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\tAttributeFromCurve_D9E33653(
/*inout */color, /*inout */alpha, age, lifetime, Color_b);\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_c);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn
o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= 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 *= 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 *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t flipBookSize = float2(8,8);\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\tfloat2
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
\ invFlipBookSize = float2(0.125,0.125);\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\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, 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\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#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#ifdef
VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t metallic = (float)0.3994531;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= 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\n\t\t\t\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.cginc\"\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\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,bsdfData,preLightData,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#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tvoid frag(ps_input i, 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)\n\t\t\t{\n\t\t\t\t\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#if defined(VFX_VARYING_TANGENT)
&& (USE_NORMAL_MAP || USE_NORMAL_BENDING)\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 - i.VFX_VARYING_BENTFACTORS.x
* i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS
= normalize(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\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\tfloat3x3
tbn = float3x3(tangentWS,bitangentWS,normalWS);\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\n\t\t\t\toutColor
= VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 1
name: '[System 3]Initialize'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_POSITION_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_ALPHA_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_POSITION_SOURCE 1\n#define
VFX_USE_SPAWNER_FROM_GPU 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
inputAdditional;\n#endif\n\nvoid SetAttribute_F01429A3(inout float lifetime,
inout uint seed, float Min, float Max) /*attribute:lifetime Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime = lerp(Min,Max,RAND);\n}\nvoid
SetAttribute_CAC29747(inout float3 position, float3 Position) /*attribute:position
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n position
= Position;\n}\nvoid SetAttribute_3278B22F(inout float size, float Size) /*attribute:size
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n size =
Size;\n}\nvoid SetAttribute_D515195D(inout float scaleX, inout float scaleY,
inout uint seed, float2 Min, float2 Max) /*attribute:scale Composition:Overwrite
Source:Slot Random:Uniform channels:XY */\n{\n scaleX = lerp(Min.x,Max.x,RAND);\n
\ scaleY = lerp(Min.y,Max.y,RAND);\n}\nvoid SetAttribute_CEEAF046(inout float
alpha, inout uint seed, float Min, float Max) /*attribute:alpha Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n alpha = lerp(Min,Max,RAND);\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n \n#endif\n
\ float lifetime = (float)1;\n uint seed = (uint)0;\n float3
position = float3(0,0,0);\n float size = (float)0.1;\n float scaleX
= (float)1;\n float scaleY = (float)1;\n float alpha = (float)1;\n
\ float texIndex = (float)0;\n float age = (float)0;\n float3
velocity = float3(0,0,0);\n uint particleId = (uint)0;\n bool
alive = (bool)true;\n float3 position_source = asfloat(sourceAttributeBuffer.Load3((sourceIndex
* 0x8 + 0x4E200) << 2));\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
= particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex
^ systemSeed);\n#endif\n \n {\n SetAttribute_F01429A3(
/*inout */lifetime, /*inout */seed, (float)0.1, (float)5);\n }\n {\n
\ float3 tmp_y = position_source;\n SetAttribute_CAC29747(
/*inout */position, tmp_y);\n }\n {\n SetAttribute_3278B22F(
/*inout */size, (float)1);\n }\n {\n SetAttribute_D515195D(
/*inout */scaleX, /*inout */scaleY, /*inout */seed, float2(0.01,0.1), float2(0.15,1));\n
\ }\n {\n SetAttribute_CEEAF046( /*inout */alpha, /*inout
*/seed, (float)0.1, (float)1);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n
\ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n
\ uint index = deadListIn[deadIndex];\n attributeBuffer.Store((index
* 0x1 + 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index
* 0x8 + 0x4E200) << 2,asuint(position));\n attributeBuffer.Store((index
* 0x4 + 0x2BF200) << 2,asuint(size));\n attributeBuffer.Store((index
* 0x4 + 0x2BF201) << 2,asuint(scaleX));\n attributeBuffer.Store((index
* 0x4 + 0x2BF202) << 2,asuint(scaleY));\n attributeBuffer.Store((index
* 0x4 + 0x2BF203) << 2,asuint(alpha));\n attributeBuffer.Store((index
* 0x1 + 0x3F7A00) << 2,asuint(texIndex));\n attributeBuffer.Store((index
* 0x8 + 0x4E203) << 2,asuint(age));\n attributeBuffer.Store3((index
* 0x8 + 0x4E204) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x1 + 0x445C00) << 2,asuint(particleId));\n attributeBuffer.Store((index
* 0x8 + 0x4E207) << 2,uint(alive));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store((index * 0x1 + 0x0) <<
2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x8 + 0x4E200)
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x4 + 0x2BF200)
<< 2,asuint(size));\n attributeBuffer.Store((index * 0x4 + 0x2BF201)
<< 2,asuint(scaleX));\n attributeBuffer.Store((index * 0x4 + 0x2BF202)
<< 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x4 + 0x2BF203)
<< 2,asuint(alpha));\n attributeBuffer.Store((index * 0x1 + 0x3F7A00)
<< 2,asuint(texIndex));\n attributeBuffer.Store((index * 0x8 + 0x4E203)
<< 2,asuint(age));\n attributeBuffer.Store3((index * 0x8 + 0x4E204) <<
2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x445C00)
<< 2,asuint(particleId));\n attributeBuffer.Store((index * 0x8 + 0x4E207)
<< 2,uint(alive));\n \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 3]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define
VFX_USE_AGE_CURRENT 1\n#define VFX_USE_VELOCITY_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_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float4x4
InvFieldTransform_c;\n float4x4 FieldTransform_c;\n float4 FrameRate_a;\n
\ float4 uniform_j;\n float3 uniform_g;\n float deltaTime_a;\n float
uniform_f;\n uint3 PADDING_0;\nCBUFFER_END\nTexture3D DistanceField_b;\nSamplerState
samplerDistanceField_b;\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
FlipbookPlay_1(inout float texIndex, float age, float lifetime, float4 FrameRate,
float deltaTime) /*mode:CurveOverLife */\n{\n texIndex += SampleCurve(FrameRate,
age/lifetime) * deltaTime;\n}\nvoid ConformToSDF(inout float3 velocity, float3
position, float mass, VFXSampler3D DistanceField, float4x4 InvFieldTransform,
float4x4 FieldTransform, float attractionSpeed, float attractionForce, float
stickDistance, float stickForce, float deltaTime)\n{\n \n float3 tPos
= mul(InvFieldTransform, float4(position,1.0f)).xyz;\n float3 coord = saturate(tPos
+ 0.5f);\n float dist = SampleSDF(DistanceField, coord);\n \n float3
absPos = abs(tPos);\n float outsideDist = max(absPos.x,max(absPos.y,absPos.z));\n
\ float3 dir;\n if (outsideDist > 0.5f) // Check wether point is outside
the box\n {\n // in that case just move towards center\n dist
+= outsideDist - 0.5f;\n dir = normalize(float3(FieldTransform[0][3],FieldTransform[1][3],FieldTransform[2][3])
- position);\n }\n else\n {\n // compute normal\n dir
= SampleSDFDerivativesFast(DistanceField, coord, dist);\n if (dist >
0)\n dir = -dir;\n dir = normalize(mul(FieldTransform,float4(dir,0)));\n
\ }\n \n float distToSurface = abs(dist);\n \n float spdNormal
= dot(dir,velocity);\n float ratio = smoothstep(0.0,stickDistance * 2.0,abs(distToSurface));\n
\ float tgtSpeed = sign(distToSurface) * attractionSpeed * ratio;\n float
deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime
* lerp(stickForce,attractionForce,ratio)) * dir / mass ;\n}\nvoid Turbulence_1(float3
position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4
FieldTransform, float Roughness, float Intensity, float Drag, uint octaves,
float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = Noise3D(vectorFieldCoord
+ 0.5f, octaves, Roughness);\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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif
(id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x4E207) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x3F7A00) << 2));\n\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E204) << 2));\n\t\t\tfloat
mass = (float)1;\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1
+ 0x445C00) << 2));\n\t\t\tfloat3 position_source = position;\n\t\t\t\n\n\t\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition = position;\n#endif\n\t\t\t\n\t\t\tFlipbookPlay_1(
/*inout */texIndex, age, lifetime, FrameRate_a, deltaTime_a);\n\t\t\t{\n\t\t\t
\ float tmp_bi = age / lifetime;\n\t\t\t uint tmp_bk = particleId ^ asuint(uniform_f);\n\t\t\t
\ float tmp_bl = FixedRand(tmp_bk);\n\t\t\t float tmp_bn = tmp_bl * (float)70;\n\t\t\t
\ float tmp_bo = (float)50 + tmp_bn;\n\t\t\t float tmp_bp = tmp_bi * tmp_bo;\n\t\t\t
\ float3 tmp_bq = uniform_g - position;\n\t\t\t float3 tmp_br = tmp_bq
* tmp_bq;\n\t\t\t float tmp_bs = tmp_br[2];\n\t\t\t float tmp_bt = tmp_br[1];\n\t\t\t
\ float tmp_bu = tmp_bs + tmp_bt;\n\t\t\t float tmp_bv = tmp_br[0];\n\t\t\t
\ float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t\t
\ float tmp_ca = max(tmp_by, (float)0);\n\t\t\t float tmp_cc = min(tmp_ca,
(float)3);\n\t\t\t float tmp_cd = tmp_cc / (float)3;\n\t\t\t float tmp_cf
= tmp_cd * (float)60;\n\t\t\t ConformToSDF( /*inout */velocity, position,
mass, GetVFXSampler(DistanceField_b, samplerDistanceField_b), InvFieldTransform_b,
FieldTransform_b, tmp_bp, tmp_cf, (float)0.1, (float)200, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float3 tmp_bj = uniform_g - position;\n\t\t\t float3 tmp_bk = tmp_bj
* tmp_bj;\n\t\t\t float tmp_bl = tmp_bk[2];\n\t\t\t float tmp_bm = tmp_bk[1];\n\t\t\t
\ float tmp_bn = tmp_bl + tmp_bm;\n\t\t\t float tmp_bo = tmp_bk[0];\n\t\t\t
\ float tmp_bp = tmp_bn + tmp_bo;\n\t\t\t float tmp_br = pow(tmp_bp, (float)0.5);\n\t\t\t
\ float tmp_bt = max(tmp_br, (float)0);\n\t\t\t float tmp_bv = min(tmp_bt,
(float)3);\n\t\t\t float tmp_bw = tmp_bv / (float)3;\n\t\t\t float tmp_bx
= SampleCurve(uniform_j,tmp_bw);\n\t\t\t float tmp_bz = tmp_bx * (float)40;\n\t\t\t
\ float tmp_cb = tmp_bx * (float)15;\n\t\t\t float tmp_cc = max(tmp_cb,
(float)0);\n\t\t\t Turbulence_1(position, /*inout */velocity, mass, InvFieldTransform_c,
FieldTransform_c, (float)1, tmp_bz, tmp_cc, (uint)4, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x4E200) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index
* 0x1 + 0x3F7A00) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x4E203) << 2,asuint(age));\n\t\t\t\tattributeBuffer.Store3((index *
0x8 + 0x4E204) << 2,asuint(velocity));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n
\ uint indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x4E207) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4E200) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
* 0x1 + 0x3F7A00) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x4E203) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x4E204) << 2));\n\t\tfloat mass = (float)1;\n\t\tuint particleId =
(attributeBuffer.Load((index * 0x1 + 0x445C00) << 2));\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x4E207) << 2));\n\t\tfloat3 position_source = position;\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\tFlipbookPlay_1(
/*inout */texIndex, age, lifetime, FrameRate_a, deltaTime_a);\n\t\t{\n\t\t float
tmp_bi = age / lifetime;\n\t\t uint tmp_bk = particleId ^ asuint(uniform_f);\n\t\t
\ float tmp_bl = FixedRand(tmp_bk);\n\t\t float tmp_bn = tmp_bl * (float)70;\n\t\t
\ float tmp_bo = (float)50 + tmp_bn;\n\t\t float tmp_bp = tmp_bi * tmp_bo;\n\t\t
\ float3 tmp_bq = uniform_g - position;\n\t\t float3 tmp_br = tmp_bq *
tmp_bq;\n\t\t float tmp_bs = tmp_br[2];\n\t\t float tmp_bt = tmp_br[1];\n\t\t
\ float tmp_bu = tmp_bs + tmp_bt;\n\t\t float tmp_bv = tmp_br[0];\n\t\t
\ float tmp_bw = tmp_bu + tmp_bv;\n\t\t float tmp_by = pow(tmp_bw, (float)0.5);\n\t\t
\ float tmp_ca = max(tmp_by, (float)0);\n\t\t float tmp_cc = min(tmp_ca,
(float)3);\n\t\t float tmp_cd = tmp_cc / (float)3;\n\t\t float tmp_cf
= tmp_cd * (float)60;\n\t\t ConformToSDF( /*inout */velocity, position, mass,
GetVFXSampler(DistanceField_b, samplerDistanceField_b), InvFieldTransform_b,
FieldTransform_b, tmp_bp, tmp_cf, (float)0.1, (float)200, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
\ float3 tmp_bj = uniform_g - position;\n\t\t float3 tmp_bk = tmp_bj *
tmp_bj;\n\t\t float tmp_bl = tmp_bk[2];\n\t\t float tmp_bm = tmp_bk[1];\n\t\t
\ float tmp_bn = tmp_bl + tmp_bm;\n\t\t float tmp_bo = tmp_bk[0];\n\t\t
\ float tmp_bp = tmp_bn + tmp_bo;\n\t\t float tmp_br = pow(tmp_bp, (float)0.5);\n\t\t
\ float tmp_bt = max(tmp_br, (float)0);\n\t\t float tmp_bv = min(tmp_bt,
(float)3);\n\t\t float tmp_bw = tmp_bv / (float)3;\n\t\t float tmp_bx
= SampleCurve(uniform_j,tmp_bw);\n\t\t float tmp_bz = tmp_bx * (float)40;\n\t\t
\ float tmp_cb = tmp_bx * (float)15;\n\t\t float tmp_cc = max(tmp_cb, (float)0);\n\t\t
\ Turbulence_1(position, /*inout */velocity, mass, InvFieldTransform_c, FieldTransform_c,
(float)1, tmp_bz, tmp_cc, (uint)4, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x4E200) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x1 +
0x3F7A00) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store((index * 0x8 +
0x4E203) << 2,asuint(age));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4E204)
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4E207) <<
2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 3]Genie'
source: "Shader \"Hidden/VFX/System 3/Genie\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend
SrcAlpha One\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#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_POSITION_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_ALPHA_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_COLOR_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_SCALEZ_CURRENT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_CAST_SHADOWS_PASS
1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Alpha_c;\n\t\t float4 Size_d;\n\t\t float gradient_b;\n\t\t
\ float uniform_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\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\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\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\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\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\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#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_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\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity */\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 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 AttributeFromCurve_16A543C6(inout
float alpha, float4 Alpha, float SampleTime) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\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
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 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\tvoid SetAttribute_545F0ED(inout float3 color, float3
Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_DC8A986F(inout
float scaleY, float Scale) /*attribute:scale Composition:Multiply Source:Slot
Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY *= Scale.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF202) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF203) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x4E207) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\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\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x4E207) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF202) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF203) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\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\tOrient_6(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tColorOverLife_733E3(age,
lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t
\ float tmp_bd = position[1];\n\t\t\t\t float tmp_be = tmp_bd - uniform_d;\n\t\t\t\t
\ AttributeFromCurve_16A543C6( /*inout */alpha, Alpha_c, tmp_be);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_d);\n\t\t\t\tSubpixelAA(position, /*inout
*/alpha, size, /*inout */scaleX, /*inout */scaleY);\n\t\t\t\t{\n\t\t\t\t float3
tmp_be = velocity * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t
\ float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
\ float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bn = max(tmp_bl,
(float)2);\n\t\t\t\t float tmp_bp = min(tmp_bn, (float)5);\n\t\t\t\t float
tmp_bq = tmp_bp - (float)2;\n\t\t\t\t float tmp_bs = tmp_bq / (float)3;\n\t\t\t\t
\ float tmp_bu = tmp_bs * (float)-0.15;\n\t\t\t\t float tmp_bv = (float)0.2
+ tmp_bu;\n\t\t\t\t float3 tmp_bw = float3(tmp_bv, tmp_bv, tmp_bv);\n\t\t\t\t
\ SetAttribute_545F0ED( /*inout */color, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float3 tmp_be = velocity * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t
\ float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
\ float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bn = max(tmp_bl,
(float)2);\n\t\t\t\t float tmp_bp = min(tmp_bn, (float)5);\n\t\t\t\t float
tmp_bq = tmp_bp - (float)2;\n\t\t\t\t float tmp_bs = tmp_bq / (float)3;\n\t\t\t\t
\ float tmp_bt = tmp_bs * (float)2;\n\t\t\t\t float tmp_bu = (float)1 +
tmp_bt;\n\t\t\t\t SetAttribute_DC8A986F( /*inout */scaleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= 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
*= 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
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\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, 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\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#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\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.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\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\tps_output
o = (ps_output)0;\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t//
Shadow pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ShadowCaster\"
}\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\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\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\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_ALPHA builtInInterpolants.z\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.y\n\t\t#define VFX_VARYING_UV uv\n\t\t\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid
Orient_6(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3
position, float3 velocity) /*mode:AlongVelocity */\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 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 AttributeFromCurve_16A543C6(inout
float alpha, float4 Alpha, float SampleTime) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:Custom Mode:PerComponent ColorMode:ColorAndAlpha
channels:XYZ */\n\t\t\t{\n\t\t\t float t = SampleTime;\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
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 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\tvoid SetAttribute_545F0ED(inout float3 color, float3
Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_DC8A986F(inout
float scaleY, float Scale) /*attribute:scale Composition:Multiply Source:Slot
Random:Off channels:Y */\n\t\t\t{\n\t\t\t scaleY *= Scale.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF202) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF203) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x4E207) << 2));\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\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\tbool
alive = (attributeBuffer.Load((index * 0x8 + 0x4E207) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E200) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF200) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF201) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF202) << 2));\n\t\t\t\t\t\tfloat
alpha = asfloat(attributeBuffer.Load((index * 0x4 + 0x2BF203) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x4E203) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4E204) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3
axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat
angleX = (float)0;\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat
angleZ = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat
scaleZ = (float)1;\n\t\t\t\t\t\tfloat3 position_source = position;\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\tOrient_6(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tColorOverLife_733E3(age,
lifetime, /*inout */color, /*inout */alpha, gradient_b);\n\t\t\t\t{\n\t\t\t\t
\ float tmp_bd = position[1];\n\t\t\t\t float tmp_be = tmp_bd - uniform_d;\n\t\t\t\t
\ AttributeFromCurve_16A543C6( /*inout */alpha, Alpha_c, tmp_be);\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_7DF18695(
/*inout */size, age, lifetime, Size_d);\n\t\t\t\tSubpixelAA(position, /*inout
*/alpha, size, /*inout */scaleX, /*inout */scaleY);\n\t\t\t\t{\n\t\t\t\t float3
tmp_be = velocity * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t
\ float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
\ float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bn = max(tmp_bl,
(float)2);\n\t\t\t\t float tmp_bp = min(tmp_bn, (float)5);\n\t\t\t\t float
tmp_bq = tmp_bp - (float)2;\n\t\t\t\t float tmp_bs = tmp_bq / (float)3;\n\t\t\t\t
\ float tmp_bu = tmp_bs * (float)-0.15;\n\t\t\t\t float tmp_bv = (float)0.2
+ tmp_bu;\n\t\t\t\t float3 tmp_bw = float3(tmp_bv, tmp_bv, tmp_bv);\n\t\t\t\t
\ SetAttribute_545F0ED( /*inout */color, tmp_bw);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float3 tmp_be = velocity * velocity;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t
\ float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t
\ float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bn = max(tmp_bl,
(float)2);\n\t\t\t\t float tmp_bp = min(tmp_bn, (float)5);\n\t\t\t\t float
tmp_bq = tmp_bp - (float)2;\n\t\t\t\t float tmp_bs = tmp_bq / (float)3;\n\t\t\t\t
\ float tmp_bt = tmp_bs * (float)2;\n\t\t\t\t float tmp_bu = (float)1 +
tmp_bt;\n\t\t\t\t SetAttribute_DC8A986F( /*inout */scaleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= 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
*= 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
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\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, 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\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#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\tfloat3
posWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\tVFXApplyShadowBias(o.VFX_VARYING_POSCS,
posWS, normalWS);\n\t\t\t\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.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma
fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat
alpha = VFXGetFragmentColor(i).a;\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t#ifndef
USE_ALPHA_TEST\n\t\t\t\tclip(alpha - 1e-5);\n\t\t#endif\n\t\t\n\t\t\t\treturn
0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t}\n}\n"
- compute: 1
name: '[System 4]Initialize'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define VFX_USE_SEED_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_PIVOTY_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define
VFX_USE_TARGETPOSITION_CURRENT 1\n#define VFX_USE_TEXINDEX_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_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float3 Position_a;\n uint PADDING_0;\nCBUFFER_END\n\n\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\nByteAddressBuffer sourceAttributeBuffer;\n\nCBUFFER_START(initParams)\n#if
!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
\ uint dispatchWidth;\n#else\n uint offsetInAdditionalOutput;\n\tuint nbMax;\n#endif\n\tuint
systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
deadListIn;\nByteAddressBuffer deadListCount; // This is bad to use a SRV to
fetch deadList count but Unity API currently prevent from copying to CB\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\nStructuredBuffer<uint> eventList;\nByteAddressBuffer
inputAdditional;\n#endif\n\nvoid SetAttribute_CAC29747(inout float3 position,
float3 Position) /*attribute:position Composition:Overwrite Source:Slot Random:Off
channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F01429A3(inout
float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime
Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime
= lerp(Min,Max,RAND);\n}\nvoid SetAttribute_3278B22F(inout float size, float
Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n size = Size;\n}\nvoid SetAttribute_D515195D(inout float scaleX, inout
float scaleY, inout uint seed, float2 Min, float2 Max) /*attribute:scale Composition:Overwrite
Source:Slot Random:Uniform channels:XY */\n{\n scaleX = lerp(Min.x,Max.x,RAND);\n
\ scaleY = lerp(Min.y,Max.y,RAND);\n}\nvoid SetAttribute_65DEC947(inout float
pivotY, float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
channels:Y */\n{\n pivotY = Pivot.x;\n}\nvoid SetAttribute_48A7C211(inout
float angleZ, inout uint seed, float Min, float Max) /*attribute:angle Composition:Overwrite
Source:Slot Random:Uniform channels:Z */\n{\n angleZ = lerp(Min.x,Max.x,RAND);\n}\nvoid
SetAttribute_2CF4000A(inout float3 targetPosition, float3 TargetPosition) /*attribute:targetPosition
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n targetPosition
= TargetPosition;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid CSMain(uint3
groupId : SV_GroupID,\n uint3 groupThreadId : SV_GroupThreadID)\n{\n
\ uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if !VFX_USE_SPAWNER_FROM_GPU\n
\ id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 +
0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n 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\n#endif\n float3 position
= float3(0,0,0);\n float lifetime = (float)1;\n uint seed = (uint)0;\n
\ float size = (float)0.1;\n float scaleX = (float)1;\n float
scaleY = (float)1;\n float pivotY = (float)0;\n float angleZ =
(float)0;\n float3 targetPosition = float3(0,0,0);\n float texIndex
= (float)0;\n uint particleId = (uint)0;\n bool alive = (bool)true;\n
\ float age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n
\ particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed
= WangHash(particleIndex ^ systemSeed);\n#endif\n \n SetAttribute_CAC29747(
/*inout */position, Position_a);\n {\n SetAttribute_F01429A3(
/*inout */lifetime, /*inout */seed, (float)2, (float)3);\n }\n {\n
\ SetAttribute_3278B22F( /*inout */size, (float)1);\n }\n {\n
\ SetAttribute_D515195D( /*inout */scaleX, /*inout */scaleY, /*inout
*/seed, float2(0.3,0.5), float2(0.4,0.8));\n }\n {\n float
tmp_z = (float)-1 * size;\n SetAttribute_65DEC947( /*inout */pivotY,
tmp_z);\n }\n {\n SetAttribute_48A7C211( /*inout */angleZ,
\ /*inout */seed, (float)-5, (float)5);\n }\n SetAttribute_2CF4000A(
/*inout */targetPosition, position);\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n
\ if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n
\ uint index = deadListIn[deadIndex];\n attributeBuffer.Store3((index
* 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
* 0x1 + 0x40) << 2,asuint(lifetime));\n attributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(size));\n attributeBuffer.Store((index *
0x8 + 0x4) << 2,asuint(scaleX));\n attributeBuffer.Store((index *
0x8 + 0x5) << 2,asuint(scaleY));\n attributeBuffer.Store((index *
0x8 + 0x6) << 2,asuint(pivotY));\n attributeBuffer.Store((index *
0x8 + 0x7) << 2,asuint(angleZ));\n attributeBuffer.Store((index *
0x3 + 0x48) << 2,asuint(texIndex));\n attributeBuffer.Store((index
* 0x1 + 0x60) << 2,asuint(particleId));\n attributeBuffer.Store((index
* 0x3 + 0x49) << 2,uint(alive));\n attributeBuffer.Store((index *
0x3 + 0x4A) << 2,asuint(age));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0x40) <<
2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(size));\n
\ attributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(scaleX));\n attributeBuffer.Store((index
* 0x8 + 0x5) << 2,asuint(scaleY));\n attributeBuffer.Store((index * 0x8
+ 0x6) << 2,asuint(pivotY));\n attributeBuffer.Store((index * 0x8 + 0x7)
<< 2,asuint(angleZ));\n attributeBuffer.Store((index * 0x3 + 0x48) <<
2,asuint(texIndex));\n attributeBuffer.Store((index * 0x1 + 0x60) <<
2,asuint(particleId));\n attributeBuffer.Store((index * 0x3 + 0x49) <<
2,uint(alive));\n attributeBuffer.Store((index * 0x3 + 0x4A) << 2,asuint(age));\n
\ \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 4]Update'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_TEXINDEX_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_WORLD_SPACE
1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
\ float uniform_b;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nRWByteAddressBuffer
attributeBuffer;\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint> deadListOut;\n#endif\n\n#if
VFX_HAS_INDIRECT_DRAW\nRWStructuredBuffer<uint> indirectBuffer;\n#endif\n\nCBUFFER_START(updateParams)\n
\ uint nbMax;\n\tuint dispatchWidth;\n\tuint systemSeed;\nCBUFFER_END\n\nvoid
FlipbookPlay_0(inout float texIndex, float FrameRate, float deltaTime) /*mode:Constant
*/\n{\n texIndex += FrameRate * 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\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tuint index = id;\n\tif
(id < nbMax)\n\t{\n#if VFX_USE_ALIVE_CURRENT\n\t\tbool alive = (attributeBuffer.Load((index
* 0x3 + 0x49) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat lifetime =
asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\tfloat texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0x48) << 2));\n\t\t\tuint particleId
= (attributeBuffer.Load((index * 0x1 + 0x60) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x3 + 0x4A) << 2));\n\t\t\t\n\n\t\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\t\toldPosition
= position;\n#endif\n\t\t\t\n\t\t\t{\n\t\t\t uint tmp_ba = particleId ^ asuint(uniform_b);\n\t\t\t
\ float tmp_bb = FixedRand(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb * (float)20;\n\t\t\t
\ float tmp_be = (float)35 + tmp_bd;\n\t\t\t FlipbookPlay_0( /*inout */texIndex,
tmp_be, deltaTime_a);\n\t\t\t}\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x48) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x4A) << 2,asuint(age));\n\t\t\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint
indirectIndex = indirectBuffer.IncrementCounter();\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0x49) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x40) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0x48) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index *
0x1 + 0x60) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x3 + 0x49)
<< 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x3 + 0x4A) <<
2));\n\t\t\n\n\t\t\n#if VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
\ uint tmp_ba = particleId ^ asuint(uniform_b);\n\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t
\ float tmp_bd = tmp_bb * (float)20;\n\t\t float tmp_be = (float)35 + tmp_bd;\n\t\t
\ FlipbookPlay_0( /*inout */texIndex, tmp_be, deltaTime_a);\n\t\t}\n\t\tAge(
/*inout */age, deltaTime_a);\n\t\tReap(age, lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store((index
* 0x3 + 0x48) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store((index * 0x3
+ 0x49) << 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x3 + 0x4A) <<
2,asuint(age));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 4]Right Eye'
source: "Shader \"Hidden/VFX/System 4/Right Eye\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend
SrcAlpha One\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#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_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_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_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_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK
1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE
1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float3 Position_b;\n\t\t float Color_a;\n\t\tCBUFFER_END\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\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\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\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\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\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\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#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_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\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\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_C707D62A(inout float3 position, float3
Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid Orient_1(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition
*/\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\t\n\n\t\t\t\n\t\t\t#pragma
vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID
: SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount
= 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x48) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x49) << 2));\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x4A) << 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\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x49) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x48) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x4A) << 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\tAttributeFromCurve_48A86161(
/*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\t\tSetAttribute_C707D62A(
/*inout */position, Position_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A(
/*inout */position, float3(0.31,-0.4,0.49));\n\t\t\t\t}\n\t\t\t\tOrient_1( /*inout
*/axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= 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
*= 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
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t flipBookSize = float2(7,7);\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\tfloat2
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
\ invFlipBookSize = float2(0.1428571,0.1428571);\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\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, 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\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#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\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.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\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\tps_output
o = (ps_output)0;\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 0
name: '[System 4]Left Eye'
source: "Shader \"Hidden/VFX/System 4/Left Eye\"\n{\n\tSubShader\n\t{\t\n\t\tCull
Off\n\t\t\n\t\tTags { \"Queue\"=\"Transparent\" \"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\tBlend
SrcAlpha One\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#if
!defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE
1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_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_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
1\n\t\t#define VFX_USE_TEXINDEX_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_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
IS_TRANSPARENT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ADD 1\n\t\t#define USE_FLIPBOOK
1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE
1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float3 Position_b;\n\t\t float Color_a;\n\t\tCBUFFER_END\n\t\tTexture2D
mainTexture;\n\t\tSamplerState samplermainTexture;\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\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\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\n\t\t\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\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\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3
posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4
color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#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_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\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\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_C707D62A(inout float3 position, float3
Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ
*/\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid Orient_1(inout
float3 axisX, inout float3 axisY, inout float3 axisZ, float3 position) /*mode:FaceCameraPosition
*/\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_C6554520(inout float texIndex, float TexIndex) /*attribute:texIndex
Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t texIndex
+= TexIndex;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x48) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x49) << 2));\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x4A) << 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\tbool
alive = (attributeBuffer.Load((index * 0x3 + 0x49) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x40) << 2));\n\t\t\t\t\t\tfloat
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\n\t\t\t\t\t\tfloat
pivotY = asfloat(attributeBuffer.Load((index * 0x8 + 0x6) << 2));\n\t\t\t\t\t\tfloat
angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\t\t\t\tfloat
texIndex = asfloat(attributeBuffer.Load((index * 0x3 + 0x48) << 2));\n\t\t\t\t\t\tfloat3
color = float3(1,1,1);\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3
axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3
axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\tfloat
angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat
pivotZ = (float)0;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x3 + 0x4A) << 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\tAttributeFromCurve_48A86161(
/*inout */color, /*inout */alpha, age, lifetime, Color_a);\n\t\t\t\tSetAttribute_C707D62A(
/*inout */position, Position_b);\n\t\t\t\t{\n\t\t\t\t SetAttribute_C707D62A(
/*inout */position, float3(0.57,-0.4,0.32));\n\t\t\t\t}\n\t\t\t\tOrient_1( /*inout
*/axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\t{\n\t\t\t\t
\ SetAttribute_C6554520( /*inout */texIndex, (float)32);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif
(!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\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\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x
*= 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
*= 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
*= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX
= GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\t
\ float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,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\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\to.VFX_VARYING_BENTFACTORS = vOffsets
* bentNormalFactor;\n\t\t\t\t#endif\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 = 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
= alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\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 && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t flipBookSize = float2(7,7);\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\tfloat2
invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t
\ invFlipBookSize = float2(0.1428571,0.1428571);\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\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, 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\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#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\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.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\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\tps_output
o = (ps_output)0;\n\t\t\t\to.color = VFXGetFragmentColor(i);\n\t\t\t\to.color
*= VFXGetTextureColor(VFX_SAMPLER(mainTexture),i);\n\t\t o.color = VFXApplyPreExposure(o.color);\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\treturn o;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\n\t\t\n\t}\n}\n"
- compute: 1
name: '[System 2]CameraSort'
source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
1\n#define USE_DEAD_LIST_COUNT 1\n#define VFX_WORLD_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\n\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\n\nCBUFFER_START(params)\n
\ uint nbMax;\n uint dispatchWidth;\nCBUFFER_END\n\nCBUFFER_START(cameraParams)\n
\ float3 cameraPosition;\nCBUFFER_END\n\nByteAddressBuffer attributeBuffer;\nStructuredBuffer<uint>
inputBuffer;\n\n#if USE_DEAD_LIST_COUNT\nByteAddressBuffer deadListCount;\n#endif\n\nstruct
Kvp\n{\n\tfloat sortKey;\n\tuint index;\n};\n\nRWStructuredBuffer<Kvp> outputBuffer;\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n\tuint threshold = nbMax;\n#if USE_DEAD_LIST_COUNT\n\tthreshold
-= deadListCount.Load(0);\n#endif\n\tuint id = groupThreadId.x + groupId.x *
NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n\tif
(id < threshold)\n\t{\n\t\tuint index = inputBuffer[id];\n\t\tfloat3 position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x4E200) << 2));\n\t\t\n\n\t\t\n#if
VFX_LOCAL_SPACE\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\n#else\n\t\tfloat3
wPos = position;\n#endif\n\t\tfloat3 camToPos = wPos - cameraPosition;\n\t\t\n\t\tKvp
kvp;\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\n\t\tkvp.index
= index;\n\n\t\toutputBuffer[id] = kvp;\n\t}\n}\n"
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