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14365 行
441 KiB
14365 行
441 KiB
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- title: Rotating and scaling the position, so it matches the Desert Terrain mesh
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name: '[System 1]Initialize'
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source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
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!VFX_USE_SPAWNER_FROM_GPU\n uint nbSpawned;\t\t\t\t\t// Numbers of particle
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spawned\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\n
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systemSeed;\nCBUFFER_END\n\n#if VFX_USE_ALIVE_CURRENT\nRWStructuredBuffer<uint>
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uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3
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valueScale) /*attribute:position Composition:Overwrite SampleMode:RandomConstantPerParticle
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channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
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height);\n uint count = width * height;\n uint id = FIXED_RAND(Seed) *
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count;\n uint y = id / width;\n uint x = id - y * width;\n float3 value
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= (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias)
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* valueScale;\n position = value;\n}\nvoid SetAttribute_CAC29747(inout float3
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position, float3 Position) /*attribute:position Composition:Overwrite Source:Slot
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Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid SetAttribute_F01429A3(inout
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float lifetime, inout uint seed, float Min, float Max) /*attribute:lifetime
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Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n lifetime
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= lerp(Min,Max,RAND);\n}\nvoid SetAttribute_C707D62A(inout float3 position,
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float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off
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channels:XYZ */\n{\n position += Position;\n}\nvoid SetAttribute_FDD071DD(inout
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float3 color, inout uint seed, float3 Min, float3 Max) /*attribute:color Composition:Overwrite
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Source:Slot Random:Uniform channels:XYZ */\n{\n color = lerp(Min,Max,RAND);\n}\nvoid
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SetAttribute_3278B22F(inout float size, float Size) /*attribute:size Composition:Overwrite
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Source:Slot Random:Off channels:XYZ */\n{\n size = Size;\n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
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CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
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\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
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!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
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VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
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* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
|
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* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
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currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
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= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
|
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\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
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on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
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\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
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= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int
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sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
|
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(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
|
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(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
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+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
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\ if (id < currentSumSpawnCount)\n {\n break;\n
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\ }\n }\n */\n \n\n#endif\n float3 position
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= float3(0,0,0);\n uint particleId = (uint)0;\n float lifetime
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= (float)1;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
|
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\ float size = (float)0.1;\n float3 velocity = float3(0,0,0);\n
|
|
\ float age = (float)0;\n bool alive = (bool)true;\n \n\n#if
|
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VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
|
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VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
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\ \n {\n AttributeFromMap_6F6C36D5( /*inout */position,
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particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)0, float3(0,0,0),
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float3(1,1,1));\n }\n {\n float3 tmp_bc = mul(float4x4(-32,0,-2.797529E-06,0,0,32,0,0.05,2.797529E-06,0,-32,0,0,0,0,1),
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float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position,
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tmp_bc);\n }\n {\n SetAttribute_F01429A3( /*inout */lifetime,
|
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\ /*inout */seed, (float)0.1, (float)1);\n }\n {\n uint
|
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tmp_bc = particleId ^ asuint(uniform_b);\n float tmp_bd = FixedRand(tmp_bc);\n
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\ float tmp_bf = tmp_bd * (float)2;\n float tmp_bg = (float)-1
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+ tmp_bf;\n uint tmp_bi = particleId ^ asuint(uniform_c);\n float
|
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tmp_bj = FixedRand(tmp_bi);\n float tmp_bl = tmp_bj * (float)0.23;\n
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\ float tmp_bm = (float)-0.23 + tmp_bl;\n uint tmp_bn =
|
|
particleId ^ asuint(uniform_d);\n float tmp_bo = FixedRand(tmp_bn);\n
|
|
\ float tmp_bp = tmp_bo * (float)2;\n float tmp_bq = (float)-1
|
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+ tmp_bp;\n float3 tmp_br = float3(tmp_bg, tmp_bm, tmp_bq);\n SetAttribute_C707D62A(
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/*inout */position, tmp_br);\n }\n {\n SetAttribute_FDD071DD(
|
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/*inout */color, /*inout */seed, float3(1,1,1), float3(0.3915726,0.3185468,0.1046165));\n
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\ }\n {\n SetAttribute_3278B22F( /*inout */size, (float)1);\n
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\ }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint
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deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n
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\ attributeBuffer.Store3((index * 0x8 + 0x0) << 2,asuint(position));\n
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\ attributeBuffer.Store((index * 0x2 + 0x1F400) << 2,asuint(particleId));\n
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\ attributeBuffer.Store((index * 0x2 + 0x1F401) << 2,asuint(lifetime));\n
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\ attributeBuffer.Store((index * 0x8 + 0x27103) << 2,asuint(seed));\n
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\ attributeBuffer.Store3((index * 0x8 + 0x27100) << 2,asuint(color));\n
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\ attributeBuffer.Store((index * 0x8 + 0x27104) << 2,asuint(size));\n
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\ attributeBuffer.Store3((index * 0x4 + 0x46500) << 2,asuint(velocity));\n
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\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index
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* 0x8 + 0x4) << 2,uint(alive));\n \n\n }\n#else\n uint
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index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
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2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x1F400)
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<< 2,asuint(particleId));\n attributeBuffer.Store((index * 0x2 + 0x1F401)
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<< 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x27103)
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2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x4) << 2,uint(alive));\n
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\ \n\n#endif\n }\n}\n"
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- compute: 1
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name: '[System 1]Update'
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source: "#pragma kernel CSMain\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT
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1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
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VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_AGE_CURRENT
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1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
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\ float4x4 InvFieldTransform_a;\n float4x4 FieldTransform_a;\n float4
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uniform_d;\n float uniform_e;\n float deltaTime_a;\n uint2 PADDING_0;\nCBUFFER_END\nTexture3D
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VectorField_a;\nSamplerState samplerVectorField_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
|
|
VectorFieldForce_267A9(inout float3 velocity, float mass, float3 position, VFXSampler3D
|
|
VectorField, float4x4 InvFieldTransform, float4x4 FieldTransform, float Intensity,
|
|
float Drag, float deltaTime) /*DataEncoding:UnsignedNormalized Mode:Relative
|
|
ClosedField:False ConserveMagnitude:False */\n{\n float3 vectorFieldCoord
|
|
= mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value
|
|
= SampleTexture(VectorField, vectorFieldCoord + 0.5f).xyz * 2.0f - 1.0f;\n value
|
|
= mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity += ((value
|
|
* Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid SetAttribute_AA7D638(inout
|
|
float3 velocity, float3 Velocity) /*attribute:velocity Composition:Add Source:Slot
|
|
Random:Off channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid 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 + 0x4) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x2 + 0x1F400) << 2));\n\t\t\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x1F401) << 2));\n\t\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x46500) << 2));\n\t\t\tfloat
|
|
mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0x3) << 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_bd = particleId ^ asuint(uniform_e);\n\t\t\t
|
|
\ float tmp_be = FixedRand(tmp_bd);\n\t\t\t float tmp_bf = SampleCurve(uniform_d,tmp_be);\n\t\t\t
|
|
\ float tmp_bh = tmp_bf * (float)4.5;\n\t\t\t float tmp_bj = tmp_be * (float)3;\n\t\t\t
|
|
\ float tmp_bl = max(tmp_bj, (float)0);\n\t\t\t VectorFieldForce_267A9(
|
|
/*inout */velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
|
|
InvFieldTransform_a, FieldTransform_a, tmp_bh, tmp_bl, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
|
|
\ uint tmp_be = particleId ^ asuint(uniform_e);\n\t\t\t float tmp_bf =
|
|
FixedRand(tmp_be);\n\t\t\t float tmp_bh = tmp_bf * (float)13;\n\t\t\t float
|
|
tmp_bi = (float)2 + tmp_bh;\n\t\t\t float tmp_bj = tmp_bi * deltaTime_a;\n\t\t\t
|
|
\ float tmp_bk = age / lifetime;\n\t\t\t float tmp_bl = tmp_bk * deltaTime_a;\n\t\t\t
|
|
\ float tmp_bn = tmp_bl * (float)-2.8;\n\t\t\t float3 tmp_bp = float3(tmp_bj,
|
|
tmp_bn, (float)0);\n\t\t\t SetAttribute_AA7D638( /*inout */velocity, tmp_bp);\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 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0x46500) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x3) << 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
|
|
* 0x8 + 0x4) << 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\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x0) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x2
|
|
+ 0x1F400) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x2 + 0x1F401) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
|
|
* 0x4 + 0x46500) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat age = asfloat(attributeBuffer.Load((index
|
|
* 0x8 + 0x3) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 +
|
|
0x4) << 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_bd = particleId ^ asuint(uniform_e);\n\t\t
|
|
\ float tmp_be = FixedRand(tmp_bd);\n\t\t float tmp_bf = SampleCurve(uniform_d,tmp_be);\n\t\t
|
|
\ float tmp_bh = tmp_bf * (float)4.5;\n\t\t float tmp_bj = tmp_be * (float)3;\n\t\t
|
|
\ float tmp_bl = max(tmp_bj, (float)0);\n\t\t VectorFieldForce_267A9( /*inout
|
|
*/velocity, mass, position, GetVFXSampler(VectorField_a, samplerVectorField_a),
|
|
InvFieldTransform_a, FieldTransform_a, tmp_bh, tmp_bl, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
|
|
\ uint tmp_be = particleId ^ asuint(uniform_e);\n\t\t float tmp_bf = FixedRand(tmp_be);\n\t\t
|
|
\ float tmp_bh = tmp_bf * (float)13;\n\t\t float tmp_bi = (float)2 + tmp_bh;\n\t\t
|
|
\ float tmp_bj = tmp_bi * deltaTime_a;\n\t\t float tmp_bk = age / lifetime;\n\t\t
|
|
\ float tmp_bl = tmp_bk * deltaTime_a;\n\t\t float tmp_bn = tmp_bl * (float)-2.8;\n\t\t
|
|
\ float3 tmp_bp = float3(tmp_bj, tmp_bn, (float)0);\n\t\t SetAttribute_AA7D638(
|
|
/*inout */velocity, tmp_bp);\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
|
|
+ 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x46500)
|
|
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x4) << 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]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 2/Quad Output\"\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_SEED_CURRENT
|
|
1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define
|
|
VFX_USE_ALIVE_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_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_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
|
|
USE_SOFT_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_LOCAL_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_d;\n\t\t float4 Scale_y_d;\n\t\t float gradient_e;\n\t\t
|
|
\ uint3 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
|
|
SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
|
|
float3 Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t pivotY = Pivot.y;\n\t\t\t
|
|
\ pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid 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_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\t\t\t{\n\t\t\t scaleX = lerp(Min.x,Max.x,RAND);\n\t\t\t
|
|
\ scaleY = lerp(Min.y,Max.y,RAND);\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 ColorOverLife_733E3(float
|
|
age, float lifetime, inout float3 color, inout float alpha, float gradient)
|
|
/*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply */\n\t\t\t{\n\t\t\t
|
|
\ \n\t\t\t float4 sampledColor = SampleGradient(gradient, age/lifetime);\n\t\t\t
|
|
\ color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid
|
|
SetAttribute_CEEAF4E1(inout float alpha, inout uint seed, float Min, float Max)
|
|
/*attribute:alpha Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t alpha = lerp(Min,Max,RAND);\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\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 + 0x2400) << 2));\n\t\t\t\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tbool
|
|
alive = (attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
|
|
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\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
|
|
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 * 0x8 + 0x3) << 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 + 0x2400) << 2));\n\t\t\t\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x2803) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x2800) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x2804) << 2));\n\t\t\t\t\t\tfloat
|
|
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 2));\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
|
|
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\t{\n\t\t\t\t
|
|
\ SetAttribute_65DEC940( /*inout */pivotX, /*inout */pivotY, /*inout */pivotZ,
|
|
float3(0,0.06,0.4));\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_D515195D(
|
|
/*inout */scaleX, /*inout */scaleY, /*inout */seed, float2(1,1), float2(5,2));\n\t\t\t\t}\n\t\t\t\tAttributeFromCurve_8BB145A3(
|
|
/*inout */scaleX, /*inout */scaleY, age, lifetime, Scale_x_d, Scale_y_d);\n\t\t\t\tColorOverLife_733E3(age,
|
|
lifetime, /*inout */color, /*inout */alpha, gradient_e);\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_CEEAF4E1( /*inout */alpha, /*inout */seed, (float)0.05, (float)0.25);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ float3 tmp_bd = float3(35.89482,6,-1.73) - position;\n\t\t\t\t float3
|
|
tmp_be = tmp_bd * tmp_bd;\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)0);\n\t\t\t\t
|
|
\ float tmp_bp = min(tmp_bn, (float)11.4);\n\t\t\t\t float tmp_bq = tmp_bp
|
|
/ (float)11.4;\n\t\t\t\t float tmp_bs = tmp_bq * (float)-1;\n\t\t\t\t float
|
|
tmp_bt = (float)1 + tmp_bs;\n\t\t\t\t SetAttribute_C7757136( /*inout */alpha,
|
|
tmp_bt);\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\tfloat invSoftParticlesFadeDistance
|
|
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
|
|
= (float)2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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\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 1]Quad Output'
|
|
source: "Shader \"Hidden/VFX/System 1/Quad Output\"\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_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
|
|
1\n\t\t#define VFX_USE_SEED_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
|
|
VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT
|
|
1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define
|
|
VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT
|
|
1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT
|
|
1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_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_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define
|
|
VFX_LOCAL_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
|
|
\ float gradient_a;\n\t\t float uniform_c;\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
|
|
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 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_CEEAF4E1(inout float alpha, inout uint seed, float Min, float Max)
|
|
/*attribute:alpha Composition:Overwrite Source:Slot Random:PerComponent channels:XYZ
|
|
*/\n\t\t\t{\n\t\t\t alpha = lerp(Min,Max,RAND);\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
|
|
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
|
|
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid
|
|
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 ScreenSpaceSize_18C(float3 position, float size,
|
|
inout float scaleX, inout float scaleY, inout float scaleZ, float2 ReferenceResolution,
|
|
float PixelSize) /*sizeMode:PixelRelativeToResolution sizeZMode:SameAsSizeX
|
|
*/\n\t\t\t{\n\t\t\t \n\t\t\t float clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t
|
|
\ float2 newScale = (float2(PixelSize, PixelSize) * (_ScreenParams.xy/ReferenceResolution)
|
|
* clipPosW) / (size * 0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
|
|
* _ScreenParams.y));\n\t\t\t scaleX = newScale.x;\n\t\t\t scaleY = newScale.y;\n\t\t\t
|
|
\ scaleZ = scaleX;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
|
|
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
|
|
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
|
|
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
|
|
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
|
|
- deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
|
|
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\t\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x2 + 0x1F400) << 2));\n\t\t\t\t\t\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x1F401) << 2));\n\t\t\t\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x27103) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x27100) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x27104) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\n\t\t\t\t\t\tfloat
|
|
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x4) << 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 * 0x8 + 0x4) << 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\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x2 + 0x1F400) << 2));\n\t\t\t\t\t\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x1F401) << 2));\n\t\t\t\t\t\tuint
|
|
seed = (attributeBuffer.Load((index * 0x8 + 0x27103) << 2));\n\t\t\t\t\t\tfloat3
|
|
color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x27100) << 2));\n\t\t\t\t\t\tfloat
|
|
size = asfloat(attributeBuffer.Load((index * 0x8 + 0x27104) << 2));\n\t\t\t\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) << 2));\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
|
|
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\tColorOverLife_733E3(age,
|
|
lifetime, /*inout */color, /*inout */alpha, gradient_a);\n\t\t\t\tOrient_1(
|
|
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position);\n\t\t\t\t{\n\t\t\t\t
|
|
\ SetAttribute_CEEAF4E1( /*inout */alpha, /*inout */seed, (float)1, (float)3);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
|
|
\ float3 tmp_bc = float3(35.89482,6,-1.73) - position;\n\t\t\t\t float3
|
|
tmp_bd = tmp_bc * tmp_bc;\n\t\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t\t float
|
|
tmp_bf = tmp_bd[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float
|
|
tmp_bh = tmp_bd[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float
|
|
tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t\t float tmp_bm = max(tmp_bk, (float)4);\n\t\t\t\t
|
|
\ float tmp_bo = min(tmp_bm, (float)13);\n\t\t\t\t float tmp_bp = tmp_bo
|
|
- (float)4;\n\t\t\t\t float tmp_br = tmp_bp / (float)9;\n\t\t\t\t float
|
|
tmp_bt = tmp_br * (float)-1;\n\t\t\t\t float tmp_bu = (float)1 + tmp_bt;\n\t\t\t\t
|
|
\ SetAttribute_C7757136( /*inout */alpha, tmp_bu);\n\t\t\t\t}\n\t\t\t\tSubpixelAA(position,
|
|
\ /*inout */alpha, size, /*inout */scaleX, /*inout */scaleY);\n\t\t\t\t{\n\t\t\t\t
|
|
\ uint tmp_bc = particleId ^ asuint(uniform_c);\n\t\t\t\t float tmp_bd
|
|
= FixedRand(tmp_bc);\n\t\t\t\t float tmp_bf = tmp_bd * (float)3;\n\t\t\t\t
|
|
\ float tmp_bg = (float)2 + tmp_bf;\n\t\t\t\t ScreenSpaceSize_18C(position,
|
|
size, /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float2(1920,1080),
|
|
tmp_bg);\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\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_POSITION_CURRENT
|
|
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
|
|
VFX_USE_SEED_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_SIZE_CURRENT
|
|
1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define
|
|
VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE
|
|
1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
|
|
\ float uniform_b;\n float uniform_c;\n float uniform_d;\n uint PADDING_0;\nCBUFFER_END\nTexture2D
|
|
attributeMap_a;\nSamplerState samplerattributeMap_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;\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 AttributeFromMap_6F6C36D5(inout float3 position,
|
|
uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3
|
|
valueScale) /*attribute:position Composition:Overwrite SampleMode:RandomConstantPerParticle
|
|
channels:XYZ */\n{\n \n uint width, height;\n attributeMap.t.GetDimensions(width,
|
|
height);\n uint count = width * height;\n uint id = FIXED_RAND(Seed) *
|
|
count;\n uint y = id / width;\n uint x = id - y * width;\n float3 value
|
|
= (float3)attributeMap.t.Load(int3(x, y, 0));\n value = (value + valueBias)
|
|
* valueScale;\n position = value;\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_C707D62A(inout float3 position,
|
|
float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off
|
|
channels:XYZ */\n{\n position += Position;\n}\nvoid SetAttribute_FDD06EC7(inout
|
|
float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot
|
|
Random:Off channels:XYZ */\n{\n color = Color;\n}\nvoid SetAttribute_3278B22F(inout
|
|
float size, float Size) /*attribute:size Composition:Overwrite Source:Slot Random:Off
|
|
channels:XYZ */\n{\n size = Size;\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 uint particleId = (uint)0;\n float lifetime
|
|
= (float)1;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
|
|
\ float size = (float)0.1;\n bool alive = (bool)true;\n float
|
|
texIndex = (float)0;\n float3 velocity = float3(0,0,0);\n float
|
|
age = (float)0;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId
|
|
= particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex
|
|
^ systemSeed);\n#endif\n \n {\n AttributeFromMap_6F6C36D5(
|
|
/*inout */position, particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a),
|
|
(uint)0, float3(0,0,0), float3(1,1,1));\n }\n {\n float3
|
|
tmp_bc = mul(float4x4(-32,0,-2.797529E-06,0,0,32,0,0.05,2.797529E-06,0,-32,0,0,0,0,1),
|
|
float4(position, 1.0)).xyz;\n SetAttribute_CAC29747( /*inout */position,
|
|
tmp_bc);\n }\n {\n SetAttribute_F01429A3( /*inout */lifetime,
|
|
\ /*inout */seed, (float)0.6, (float)1);\n }\n {\n uint
|
|
tmp_bc = particleId ^ asuint(uniform_b);\n float tmp_bd = FixedRand(tmp_bc);\n
|
|
\ float tmp_bf = tmp_bd * (float)2;\n float tmp_bg = (float)-1
|
|
+ tmp_bf;\n uint tmp_bi = particleId ^ asuint(uniform_c);\n float
|
|
tmp_bj = FixedRand(tmp_bi);\n float tmp_bl = tmp_bj * (float)0.23;\n
|
|
\ float tmp_bm = (float)-0.23 + tmp_bl;\n uint tmp_bn =
|
|
particleId ^ asuint(uniform_d);\n float tmp_bo = FixedRand(tmp_bn);\n
|
|
\ float tmp_bp = tmp_bo * (float)2;\n float tmp_bq = (float)-1
|
|
+ tmp_bp;\n float3 tmp_br = float3(tmp_bg, tmp_bm, tmp_bq);\n SetAttribute_C707D62A(
|
|
/*inout */position, tmp_br);\n }\n {\n SetAttribute_FDD06EC7(
|
|
/*inout */color, float3(1,0.742,0.406));\n }\n {\n SetAttribute_3278B22F(
|
|
/*inout */size, (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.Store3((index
|
|
* 0x8 + 0x0) << 2,asuint(position));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x2000) << 2,asuint(particleId));\n attributeBuffer.Store((index
|
|
* 0x1 + 0x2400) << 2,asuint(lifetime));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x2803) << 2,asuint(seed));\n attributeBuffer.Store3((index
|
|
* 0x8 + 0x2800) << 2,asuint(color));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x2804) << 2,asuint(size));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index *
|
|
0x8 + 0x4) << 2,asuint(texIndex));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x4800) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x5) << 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 + 0x2000) <<
|
|
2,asuint(particleId));\n attributeBuffer.Store((index * 0x1 + 0x2400)
|
|
<< 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x8 + 0x2803)
|
|
<< 2,asuint(seed));\n attributeBuffer.Store3((index * 0x8 + 0x2800) <<
|
|
2,asuint(color));\n attributeBuffer.Store((index * 0x8 + 0x2804) << 2,asuint(size));\n
|
|
\ attributeBuffer.Store((index * 0x8 + 0x3) << 2,uint(alive));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x4) << 2,asuint(texIndex));\n attributeBuffer.Store3((index
|
|
* 0x4 + 0x4800) << 2,asuint(velocity));\n attributeBuffer.Store((index
|
|
* 0x8 + 0x5) << 2,asuint(age));\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_POSITION_CURRENT
|
|
1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
|
|
VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT
|
|
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\n\nCBUFFER_START(parameters)\n
|
|
\ float deltaTime_b;\n float uniform_c;\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
|
|
KillAABox_1(float3 position, inout bool alive, float3 box_center, float3 box_size)
|
|
/*mode:Inverted */\n{\n \n float3 dir = position - box_center;\n float3
|
|
absDir = abs(dir);\n float3 size = box_size * 0.5f;\n bool collision =
|
|
any(absDir >= size);\n if (collision)\n alive = false;\n}\nvoid FlipbookPlay_0(inout
|
|
float texIndex, float FrameRate, float deltaTime) /*mode:Constant */\n{\n texIndex
|
|
+= FrameRate * deltaTime;\n}\nvoid SetAttribute_AA7D638(inout float3 velocity,
|
|
float3 Velocity) /*attribute:velocity Composition:Add Source:Slot Random:Off
|
|
channels:XYZ */\n{\n velocity += Velocity;\n}\nvoid 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 + 0x3) << 2));\n\t\t\n\n\t\tif (alive)\n\t\t{\n\t\t\tfloat3
|
|
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x0) << 2));\n\t\t\tuint
|
|
particleId = (attributeBuffer.Load((index * 0x1 + 0x2000) << 2));\n\t\t\tfloat
|
|
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x2400) << 2));\n\t\t\tfloat
|
|
texIndex = asfloat(attributeBuffer.Load((index * 0x8 + 0x4) << 2));\n\t\t\tfloat3
|
|
velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x4800) << 2));\n\t\t\tfloat
|
|
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x5) << 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
|
|
\ KillAABox_1(position, /*inout */alive, float3(-1.880169,5.140574,-4.682571),
|
|
float3(88.61538,4.528008,86.71919));\n\t\t\t}\n\t\t\t{\n\t\t\t FlipbookPlay_0(
|
|
/*inout */texIndex, (float)15, deltaTime_b);\n\t\t\t}\n\t\t\t{\n\t\t\t uint
|
|
tmp_ba = particleId ^ asuint(uniform_c);\n\t\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t\t
|
|
\ float tmp_bd = tmp_bb * (float)13;\n\t\t\t float tmp_be = (float)2 +
|
|
tmp_bd;\n\t\t\t float tmp_bf = tmp_be * deltaTime_b;\n\t\t\t float tmp_bg
|
|
= age / lifetime;\n\t\t\t float tmp_bh = tmp_bg * deltaTime_b;\n\t\t\t float
|
|
tmp_bj = tmp_bh * (float)-2.8;\n\t\t\t float3 tmp_bl = float3(tmp_bf, tmp_bj,
|
|
(float)0);\n\t\t\t SetAttribute_AA7D638( /*inout */velocity, tmp_bl);\n\t\t\t}\n\t\t\tEulerIntegration(
|
|
/*inout */position, velocity, deltaTime_b);\n\t\t\tAge( /*inout */age, deltaTime_b);\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 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store((index *
|
|
0x8 + 0x4) << 2,asuint(texIndex));\n\t\t\t\tattributeBuffer.Store3((index *
|
|
0x4 + 0x4800) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
|
|
* 0x8 + 0x5) << 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
|
|
* 0x8 + 0x3) << 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\tfloat3 position = asfloat(attributeBuffer.Load3((index
|
|
* 0x8 + 0x0) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1
|
|
+ 0x2000) << 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
|
|
* 0x1 + 0x2400) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
|
|
+ 0x3) << 2));\n\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x8
|
|
+ 0x4) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index *
|
|
0x4 + 0x4800) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index *
|
|
0x8 + 0x5) << 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 KillAABox_1(position, /*inout */alive,
|
|
float3(-1.880169,5.140574,-4.682571), float3(88.61538,4.528008,86.71919));\n\t\t}\n\t\t{\n\t\t
|
|
\ FlipbookPlay_0( /*inout */texIndex, (float)15, deltaTime_b);\n\t\t}\n\t\t{\n\t\t
|
|
\ uint tmp_ba = particleId ^ asuint(uniform_c);\n\t\t float tmp_bb = FixedRand(tmp_ba);\n\t\t
|
|
\ float tmp_bd = tmp_bb * (float)13;\n\t\t float tmp_be = (float)2 + tmp_bd;\n\t\t
|
|
\ float tmp_bf = tmp_be * deltaTime_b;\n\t\t float tmp_bg = age / lifetime;\n\t\t
|
|
\ float tmp_bh = tmp_bg * deltaTime_b;\n\t\t float tmp_bj = tmp_bh * (float)-2.8;\n\t\t
|
|
\ float3 tmp_bl = float3(tmp_bf, tmp_bj, (float)0);\n\t\t SetAttribute_AA7D638(
|
|
/*inout */velocity, tmp_bl);\n\t\t}\n\t\tEulerIntegration( /*inout */position,
|
|
velocity, deltaTime_b);\n\t\tAge( /*inout */age, deltaTime_b);\n\t\tReap(age,
|
|
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
|
|
+ 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store((index * 0x8 + 0x3)
|
|
<< 2,uint(alive));\n\t\tattributeBuffer.Store((index * 0x8 + 0x4) << 2,asuint(texIndex));\n\t\tattributeBuffer.Store3((index
|
|
* 0x4 + 0x4800) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index *
|
|
0x8 + 0x5) << 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"
|
|
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