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spawnMode:Randomized */\n{\n float3 u = RAND3;float arc = Torus_arc;\n float
R = sqrt(volumeFactor + (1.0f - volumeFactor) * u.z);\n \n float sinTheta,cosTheta;\n
\ sincos(u.x * UNITY_TWO_PI,sinTheta,cosTheta);\n \n float2 s1_1 = R
* r * float2(cosTheta, sinTheta) + float2(1,0);\n float2 s1_2 = R * r * float2(-cosTheta,
sinTheta) + float2(1,0);\n float w = s1_1.x / (s1_1.x + s1_2.x);\n \n
\ float3 t;\n float phi;\n if (u.y < w)\n {\n phi = arc *
u.y / w;\n t = float3(s1_1.x, 0, s1_1.y);\n }\n else\n {\n phi
= arc * (u.y - w) / (1.0f - w);\n t = float3(s1_2.x, 0, s1_2.y);\n }\n
\ \n float s,c;\n sincos(phi,c,s);\n float3 t2 = float3(c * t.x -
s * t.y,c * t.y + s * t.x,t.z);\n \n position += Torus_center + Torus_majorRadius
* t2;\n direction = t2;\n \n}\nvoid AttributeFromMap_6F69BFAE(inout float3
position, VFXSampler3D attributeMap, float3 SamplePosition, float LOD, float3
valueBias, float3 valueScale) /*attribute:position Composition:Add SampleMode:Sample3DLOD
channels:XYZ */\n{\n \n float3 value = (float3)attributeMap.t.SampleLevel(attributeMap.s,
SamplePosition, LOD);\n value = (value + valueBias) * valueScale;\n position
+= value;\n}\nvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n color =
Color;\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity)
/*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ
*/\n{\n velocity = Velocity;\n}\nvoid SetAttribute_A7C1C832(inout float mass,
inout uint seed, float Min, float Max) /*attribute:mass Composition:Overwrite
Source:Slot Random:Uniform channels:XYZ */\n{\n mass = lerp(Min,Max,RAND);\n}\nvoid
SetAttribute_F0142CB9(inout float lifetime, float Lifetime) /*attribute:lifetime
Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n lifetime
= Lifetime;\n}\n\n\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 seed = (uint)0;\n float3 direction = float3(0,0,1);\n
\ float3 color = float3(1,1,1);\n float3 velocity = float3(0,0,0);\n
\ float mass = (float)1;\n float lifetime = (float)0;\n uint
particleId = (uint)0;\n float age = (float)0;\n bool alive = (bool)true;\n
\ \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if
VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n
\ \n {\n PositionTorus_18D( /*inout */position, /*inout
*/seed, /*inout */direction, Torus_center_a, (float)1, (float)0.04, (float)6.283185,
(float)0, (float)0.04);\n }\n {\n float3 tmp_bs = position
* float3(0.14,0.14,0.14);\n float tmp_bu = FixedRand(particleId ^
asuint(uniform_e));\n float tmp_bv = uniform_d * tmp_bu;\n float
tmp_bw = uniform_c + tmp_bv;\n float3 tmp_bx = float3(tmp_bw, tmp_bw,
tmp_bw);\n float3 tmp_by = float3(0,-1,0) * tmp_bx;\n float3
tmp_bz = tmp_bs + tmp_by;\n AttributeFromMap_6F69BFAE( /*inout */position,
GetVFXSampler(attributeMap_b, samplerattributeMap_b), tmp_bz, (float)0, float3(-0.5,-0.5,-0.5),
float3(1,1,1));\n }\n {\n float3 tmp_br = position
- Torus_center_a;\n float tmp_bs = tmp_br[1];\n float
tmp_bt = tmp_br[0];\n float tmp_bu = atan2(tmp_bs, tmp_bt);\n float
tmp_bv = tmp_bu + uniform_g;\n float tmp_bx = tmp_bv / (float)6.283185;\n
\ float tmp_by = floor(tmp_bx);\n float tmp_bz = tmp_bx
- tmp_by;\n float tmp_ca = tmp_bz * (float)6.283185;\n float
tmp_cb = tmp_ca / (float)6.283185;\n float tmp_cc = SampleCurve(uniform_f,tmp_cb);\n
\ float3 tmp_cd = float3(tmp_cc, tmp_cc, tmp_cc);\n SetAttribute_FDD06EC7(
/*inout */color, tmp_cd);\n }\n {\n float3 tmp_br =
position - Torus_center_a;\n float tmp_bs = tmp_br[2];\n float
tmp_bt = uniform_i * tmp_bs;\n float tmp_bu = tmp_br[1];\n float
tmp_bv = uniform_j * tmp_bu;\n float tmp_bw = tmp_bt - tmp_bv;\n
\ float tmp_bx = tmp_br[0];\n float tmp_by = uniform_j
* tmp_bx;\n float tmp_bz = uniform_k * tmp_bs;\n float
tmp_ca = tmp_by - tmp_bz;\n float tmp_cb = uniform_k * tmp_bu;\n
\ float tmp_cc = uniform_i * tmp_bx;\n float tmp_cd = tmp_cb
- tmp_cc;\n float3 tmp_ce = float3(tmp_bw, tmp_ca, tmp_cd);\n float3
tmp_cg = tmp_ce * tmp_ce;\n float tmp_ch = tmp_cg[2];\n float
tmp_ci = tmp_cg[1];\n float tmp_cj = tmp_ch + tmp_ci;\n float
tmp_ck = tmp_cg[0];\n float tmp_cl = tmp_cj + tmp_ck;\n float
tmp_cn = pow(tmp_cl, (float)0.5);\n float tmp_co = (float)1 / tmp_cn;\n
\ float3 tmp_cp = float3(tmp_co, tmp_co, tmp_co);\n float3
tmp_cq = tmp_ce * tmp_cp;\n float tmp_cr = RAND;\n float
tmp_ct = tmp_cr * (float)6;\n float3 tmp_cu = float3(tmp_ct, tmp_ct,
tmp_ct);\n float3 tmp_cv = tmp_cq * tmp_cu;\n float3 tmp_cw
= tmp_cv - Torus_center_a;\n float3 tmp_cx = uniform_h * tmp_cw;\n
\ float tmp_cy = tmp_cx[2];\n float tmp_cz = tmp_cx[1];\n
\ float tmp_da = tmp_cy + tmp_cz;\n float tmp_db = tmp_cx[0];\n
\ float tmp_dc = tmp_da + tmp_db;\n float3 tmp_dd = float3(tmp_dc,
tmp_dc, tmp_dc);\n float3 tmp_de = uniform_h * tmp_dd;\n float3
tmp_df = Torus_center_a + tmp_de;\n float3 tmp_dg = tmp_cv - tmp_df;\n
\ float tmp_dh = RAND;\n float tmp_dj = tmp_dh * (float)0.2;\n
\ float tmp_dk = cos(tmp_dj);\n float3 tmp_dl = float3(tmp_dk,
tmp_dk, tmp_dk);\n float3 tmp_dm = tmp_dg * tmp_dl;\n float3
tmp_dn = tmp_df + tmp_dm;\n float tmp_do = tmp_dg[1];\n float
tmp_dp = tmp_do * uniform_l;\n float tmp_dq = tmp_dg[2];\n float
tmp_dr = tmp_dq * uniform_m;\n float tmp_ds = tmp_dp - tmp_dr;\n
\ float tmp_dt = tmp_dq * uniform_n;\n float tmp_du = tmp_dg[0];\n
\ float tmp_dv = tmp_du * uniform_l;\n float tmp_dw = tmp_dt
- tmp_dv;\n float tmp_dx = tmp_du * uniform_m;\n float
tmp_dy = tmp_do * uniform_n;\n float tmp_dz = tmp_dx - tmp_dy;\n
\ float3 tmp_ea = float3(tmp_ds, tmp_dw, tmp_dz);\n float
tmp_eb = sin(tmp_dj);\n float3 tmp_ec = float3(tmp_eb, tmp_eb, tmp_eb);\n
\ float3 tmp_ed = tmp_ea * tmp_ec;\n float3 tmp_ee = tmp_dn
+ tmp_ed;\n float3 tmp_ef = mul(uniform_p, float4(position, 1.0)).xyz;\n
\ float3 tmp_eh = tmp_ef * float3(0,0,32);\n float3 tmp_ei
= mul((float3x3)uniform_o, tmp_eh);\n float3 tmp_ej = tmp_ee + tmp_ei;\n
\ float tmp_ek = atan2(tmp_bu, tmp_bx);\n float tmp_el
= tmp_ek + uniform_g;\n float tmp_en = tmp_el / (float)6.283185;\n
\ float tmp_eo = floor(tmp_en);\n float tmp_ep = tmp_en
- tmp_eo;\n float tmp_eq = tmp_ep * (float)6.283185;\n float
tmp_er = tmp_eq / (float)6.283185;\n float tmp_es = SampleCurve(uniform_q,tmp_er);\n
\ float3 tmp_et = float3(tmp_es, tmp_es, tmp_es);\n float3
tmp_eu = tmp_ej * tmp_et;\n float tmp_ew = RAND;\n float
tmp_ey = tmp_ew * (float)1.2;\n float tmp_ez = (float)0.8 + tmp_ey;\n
\ float3 tmp_fa = float3(tmp_ez, tmp_ez, tmp_ez);\n float3
tmp_fb = tmp_eu * tmp_fa;\n SetAttribute_E629755( /*inout */velocity,
tmp_fb);\n }\n {\n SetAttribute_A7C1C832( /*inout */mass,
\ /*inout */seed, (float)0.6, (float)1.2);\n }\n {\n float
tmp_br = FixedRand(particleId ^ asuint(uniform_r));\n float tmp_bt
= position[1];\n float tmp_bv = max(tmp_bt, (float)0.2);\n float
tmp_bx = min(tmp_bv, (float)0.8);\n float tmp_by = tmp_bx - (float)0.2;\n
\ float tmp_ca = tmp_by / (float)0.6;\n float tmp_cc =
tmp_ca * (float)-0.14;\n float tmp_cd = (float)0.15 + tmp_cc;\n bool
tmp_ce = tmp_br < tmp_cd;\n float tmp_ch = max(tmp_ca, (float)0);\n
\ float tmp_cj = min(tmp_ch, (float)1);\n float tmp_cl
= tmp_cj * (float)-1.5;\n float tmp_cm = (float)2.5 + tmp_cl;\n float
tmp_co = FixedRand(particleId ^ asuint(uniform_s));\n float tmp_cp
= tmp_co * (float)0.9;\n float tmp_cq = (float)0.9 + tmp_cp;\n float
tmp_cr = tmp_cm * tmp_cq;\n float tmp_cu = tmp_co * (float)0.5;\n
\ float tmp_cv = (float)0.4 + tmp_cu;\n float tmp_cw =
tmp_ce ? tmp_cr : tmp_cv;\n SetAttribute_F0142CB9( /*inout */lifetime,
tmp_cw);\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 + 0xC3600) << 2,asuint(seed));\n attributeBuffer.Store3((index
* 0x4 + 0xDBCC0) << 2,asuint(color));\n attributeBuffer.Store3((index
* 0x8 + 0x4) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x1 + 0x13D7C0) << 2,asuint(mass));\n attributeBuffer.Store((index
* 0x1 + 0x155E80) << 2,asuint(lifetime));\n attributeBuffer.Store((index
* 0x4 + 0xDBCC3) << 2,asuint(particleId));\n attributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(age));\n attributeBuffer.Store((index *
0x8 + 0x7) << 2,uint(alive));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store3((index * 0x8 + 0x0) <<
2,asuint(position));\n attributeBuffer.Store((index * 0x1 + 0xC3600)
<< 2,asuint(seed));\n attributeBuffer.Store3((index * 0x4 + 0xDBCC0)
<< 2,asuint(color));\n attributeBuffer.Store3((index * 0x8 + 0x4) <<
2,asuint(velocity));\n attributeBuffer.Store((index * 0x1 + 0x13D7C0)
<< 2,asuint(mass));\n attributeBuffer.Store((index * 0x1 + 0x155E80)
<< 2,asuint(lifetime));\n attributeBuffer.Store((index * 0x4 + 0xDBCC3)
<< 2,asuint(particleId));\n attributeBuffer.Store((index * 0x8 + 0x3)
<< 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x7) << 2,uint(alive));\n
\ \n\n#endif\n }\n}\n"
- compute: 1
name: '[System 1]Update'
source: "#pragma kernel CSMain\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP
64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define
VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_WORLD_SPACE
1\n\n\nCBUFFER_START(parameters)\n float4x4 InvFieldTransform_a;\n float4x4
FieldTransform_a;\n float4x4 uniform_e;\n float3 Sphere_center_e;\n float
deltaTime_a;\nCBUFFER_END\n\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
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 Gravity(inout float3 velocity, float3 Force, float deltaTime)\n{\n
\ velocity += Force * deltaTime;\n}\nvoid Drag_0(inout float3 velocity, float
mass, float dragCoefficient, float deltaTime) /*UseParticleSize:False */\n{\n
\ velocity *= max(0.0,(1.0 - (dragCoefficient * deltaTime) / mass));\n}\nvoid
CollisionPlane_1(inout float3 position, inout float3 velocity, inout float age,
float lifetime, inout uint seed, float3 Plane_position, float3 Plane_normal,
float Elasticity, float Friction, float LifetimeLoss, float Roughness, float
deltaTime, float colliderSign, float radius, float4 plane) /*mode:Solid radiusMode:None
roughSurface:True */\n{\n \n float3 nextPos = position + velocity * deltaTime;\n
\ float3 n = plane.xyz; // plane.xyz is already multiplied by collider sign\n
\ float w = plane.w;\n float distToPlane = dot(nextPos, n) - w - radius;\n
\ if (distToPlane < 0.0f)\n {\n position -= n * distToPlane;\n \n
\ float3 randomNormal = normalize(RAND3 * 2.0f - 1.0f);\n randomNormal
= (dot(randomNormal, n) < 0.0f) ? -randomNormal : randomNormal; // random
normal on hemisphere, relative to the normal\n n = normalize(lerp(n,
randomNormal, Roughness));\n \n float projVelocity = dot(n, velocity);\n
\ \n float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity
= velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity
-= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n
\ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid CollisionSphere_0(inout
float3 position, inout float3 velocity, inout float age, float lifetime, float3
Sphere_center, float Sphere_radius, float Elasticity, float Friction, float
LifetimeLoss, float deltaTime, float colliderSign, float radius) /*mode:Solid
radiusMode:None roughSurface:False */\n{\n \n float3 nextPos = position
+ velocity * deltaTime;\n float3 dir = nextPos - Sphere_center;\n float
sqrLength = dot(dir, dir);\n float totalRadius = Sphere_radius + colliderSign
* radius;\n if (colliderSign * sqrLength <= colliderSign * totalRadius *
totalRadius)\n {\n float dist = sqrt(sqrLength);\n float3 n
= colliderSign * dir / dist;\n position -= n * (dist - totalRadius) *
colliderSign;\n \n float projVelocity = dot(n, velocity);\n \n
\ float3 normalVelocity = projVelocity * n;\n float3 tangentVelocity
= velocity - normalVelocity;\n \n if (projVelocity < 0)\n velocity
-= ((1 + Elasticity) * projVelocity) * n;\n velocity -= Friction * tangentVelocity;\n
\ \n age += (LifetimeLoss * lifetime);\n \n }\n}\nvoid EulerIntegration(inout
float3 position, float3 velocity, float deltaTime)\n{\n position += velocity
* deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid
Reap(float age, float lifetime, inout bool alive)\n{\n if(age > lifetime)
{ alive = false; }\n}\n\n\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 + 0x7) << 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
seed = (attributeBuffer.Load((index * 0x1 + 0xC3600) << 2));\n\t\t\tfloat3 velocity
= asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\tfloat mass
= asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0) << 2));\n\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\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
\ float tmp_bf = age / lifetime;\n\t\t\t float tmp_bg = (float)1 - tmp_bf;\n\t\t\t
\ float tmp_bh = position[1];\n\t\t\t float tmp_bj = max(tmp_bh, (float)0.2);\n\t\t\t
\ float tmp_bl = min(tmp_bj, (float)0.8);\n\t\t\t float tmp_bm = tmp_bl
- (float)0.2;\n\t\t\t float tmp_bo = tmp_bm / (float)0.6;\n\t\t\t float
tmp_bq = tmp_bo * (float)20;\n\t\t\t float tmp_br = tmp_bg * tmp_bq;\n\t\t\t
\ Turbulence_1(position, /*inout */velocity, mass, InvFieldTransform_a, FieldTransform_a,
(float)0.5, tmp_br, (float)1, (uint)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ float tmp_be = position[1];\n\t\t\t bool tmp_bg = tmp_be > (float)0.02;\n\t\t\t
\ float tmp_bi = tmp_bg ? (float)-9.81 : (float)0;\n\t\t\t float3 tmp_bj
= float3((float)0, tmp_bi, (float)0);\n\t\t\t float3 tmp_bk = mul((float3x3)uniform_e,
tmp_bj);\n\t\t\t Gravity( /*inout */velocity, tmp_bk, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ Drag_0( /*inout */velocity, mass, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ CollisionPlane_1( /*inout */position, /*inout */velocity, /*inout */age,
lifetime, /*inout */seed, float3(0,0,0), float3(0,1,0), (float)0.5, (float)0,
(float)0, (float)0.07980695, deltaTime_a, (float)1, (float)0, float4(0,1,0,0));\n\t\t\t}\n\t\t\t{\n\t\t\t
\ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age,
lifetime, Sphere_center_e, (float)0.96, (float)0.1, (float)0, (float)0, deltaTime_a,
(float)1, (float)0);\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.Store((index *
0x1 + 0xC3600) << 2,asuint(seed));\n\t\t\t\tattributeBuffer.Store3((index *
0x8 + 0x4) << 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 + 0x7) << 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 seed = (attributeBuffer.Load((index * 0x1 + 0xC3600)
<< 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x8 +
0x4) << 2));\n\t\tfloat mass = asfloat(attributeBuffer.Load((index * 0x1 + 0x13D7C0)
<< 2));\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80)
<< 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x8 + 0x3) <<
2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8 + 0x7) << 2));\n\t\t\n\n\t\t\n#if
VFX_USE_OLDPOSITION_CURRENT\n\t\toldPosition = position;\n#endif\n\t\t\n\t\t{\n\t\t
\ float tmp_bf = age / lifetime;\n\t\t float tmp_bg = (float)1 - tmp_bf;\n\t\t
\ float tmp_bh = position[1];\n\t\t float tmp_bj = max(tmp_bh, (float)0.2);\n\t\t
\ float tmp_bl = min(tmp_bj, (float)0.8);\n\t\t float tmp_bm = tmp_bl -
(float)0.2;\n\t\t float tmp_bo = tmp_bm / (float)0.6;\n\t\t float tmp_bq
= tmp_bo * (float)20;\n\t\t float tmp_br = tmp_bg * tmp_bq;\n\t\t Turbulence_1(position,
\ /*inout */velocity, mass, InvFieldTransform_a, FieldTransform_a, (float)0.5,
tmp_br, (float)1, (uint)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float tmp_be
= position[1];\n\t\t bool tmp_bg = tmp_be > (float)0.02;\n\t\t float tmp_bi
= tmp_bg ? (float)-9.81 : (float)0;\n\t\t float3 tmp_bj = float3((float)0,
tmp_bi, (float)0);\n\t\t float3 tmp_bk = mul((float3x3)uniform_e, tmp_bj);\n\t\t
\ Gravity( /*inout */velocity, tmp_bk, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Drag_0(
/*inout */velocity, mass, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t CollisionPlane_1(
/*inout */position, /*inout */velocity, /*inout */age, lifetime, /*inout
*/seed, float3(0,0,0), float3(0,1,0), (float)0.5, (float)0, (float)0, (float)0.07980695,
deltaTime_a, (float)1, (float)0, float4(0,1,0,0));\n\t\t}\n\t\t{\n\t\t CollisionSphere_0(
/*inout */position, /*inout */velocity, /*inout */age, lifetime, Sphere_center_e,
(float)0.96, (float)0.1, (float)0, (float)0, deltaTime_a, (float)1, (float)0);\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.Store((index * 0x1 + 0xC3600)
<< 2,asuint(seed));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x4) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index
* 0x8 + 0x3) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x7)
<< 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = index;\n#endif\n#endif\n\t}\n}\n"
- compute: 0
name: '[System 1]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#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP
64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT
1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT
1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define
VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT
1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT
1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT
1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT
1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define
VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define
VFX_BLENDMODE_ADD 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_WORLD_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
\ float4 Scale_b;\n\t\t float4 Alpha_d;\n\t\t float Alpha_e;\n\t\t float
gradient_f;\n\t\t 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#define IS_TRANSPARENT_PARTICLE
(!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\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\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_D5151644(inout float scaleX, float Scale) /*attribute:scale Composition:Overwrite
Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_57216CF6(inout float scaleY, float age, float lifetime, float3
velocity, float4 Scale, float2 SpeedRange) /*attribute:scale Composition:Overwrite
AlphaComposition:Overwrite SampleMode:BySpeed Mode:PerComponent ColorMode:ColorAndAlpha
channels:Y */\n\t\t\t{\n\t\t\t float t = saturate((length(velocity) - SpeedRange.x)
* SpeedRange.y);\n\t\t\t float value = 0.0f;\n\t\t\t value = SampleCurve(Scale,
t);\n\t\t\t scaleY = value.x;\n\t\t\t}\n\t\t\tvoid Orient_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 AttributeFromCurve_3FAB855(inout
float alpha, float age, float lifetime, uint particleId, float4 Alpha) /*attribute:alpha
Composition:Overwrite AlphaComposition:Overwrite SampleMode:RandomUniformPerParticle
Mode:PerComponent ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float
t = FIXED_RAND(0x34634bc2);\n\t\t\t float value = 0.0f;\n\t\t\t value
= SampleCurve(Alpha, t);\n\t\t\t alpha = value;\n\t\t\t}\n\t\t\tvoid SetAttribute_C7757136(inout
float alpha, float Alpha) /*attribute:alpha Composition:Multiply Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid
ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float
alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply
*/\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient,
age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t
\ \n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC940(inout float pivotX, inout float
pivotY, inout float pivotZ, float3 Pivot) /*attribute:pivot Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t
\ pivotY = Pivot.y;\n\t\t\t pivotZ = Pivot.z;\n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\ \n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y
/ size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#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\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 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
+ 0x7) << 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
size = (float)0.1;\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 + 0x7) << 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\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0xDBCC0) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x4) << 2));\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x1 + 0x155E80) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x4 + 0xDBCC3) << 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
size = (float)0.1;\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_D5151644( /*inout */scaleX, (float)0.0025);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ AttributeFromCurve_57216CF6( /*inout */scaleY, age, lifetime, velocity,
Scale_b, float2(0,0.25));\n\t\t\t\t}\n\t\t\t\tOrient_6( /*inout */axisX, /*inout
*/axisY, /*inout */axisZ, position, velocity);\n\t\t\t\tAttributeFromCurve_3FAB855(
/*inout */alpha, age, lifetime, particleId, Alpha_d);\n\t\t\t\tSetAttribute_C7757136(
/*inout */alpha, Alpha_e);\n\t\t\t\tColorOverLife_733E3(age, lifetime, /*inout
*/color, /*inout */alpha, gradient_f);\n\t\t\t\t{\n\t\t\t\t SetAttribute_65DEC940(
/*inout */pivotX, /*inout */pivotY, /*inout */pivotZ, float3(0,0.58,0));\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\tconst
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\t\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 * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\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,
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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
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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
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