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+ ArcSphere_sphere_center;\n \n}\n\n\n\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\nvoid
CSMain(uint3 groupId : SV_GroupID,\n uint3 groupThreadId
\ : SV_GroupThreadID)\n{\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\n#if
!VFX_USE_SPAWNER_FROM_GPU\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\n#endif\n\n#if
VFX_USE_SPAWNER_FROM_GPU\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\n#else\n uint maxThreadId = nbSpawned;\n uint
currentSpawnIndex = spawnIndex;\n#endif\n\n#if VFX_USE_ALIVE_CURRENT\n maxThreadId
= min(maxThreadId, deadListCount.Load(0x0));\n#elif VFX_USE_SPAWNER_FROM_GPU\n
\ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\n#endif\n\n if (id < maxThreadId)\n {\n#if VFX_USE_SPAWNER_FROM_GPU\n
\ int sourceIndex = eventList[id];\n#endif\n uint particleIndex
= id + currentSpawnIndex;\n\t\t\n#if !VFX_USE_SPAWNER_FROM_GPU\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for
(sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
\ if (id < currentSumSpawnCount)\n {\n break;\n
\ }\n }\n */\n \n\n#endif\n float lifetime
= (float)0;\n uint seed = (uint)0;\n float3 color = float3(1,1,1);\n
\ float3 position = float3(0,0,0);\n float3 direction = float3(0,0,1);\n
\ uint particleId = (uint)0;\n float3 velocity = float3(0,0,0);\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 SetAttribute_F01429A3( /*inout */lifetime,
\ /*inout */seed, (float)2.5, (float)3.5);\n }\n SetAttribute_FDD06EC7(
/*inout */color, Color_b);\n {\n float tmp_bg = FixedRand(particleId
^ asuint(uniform_e));\n float tmp_bh = uniform_d * tmp_bg;\n float
tmp_bi = uniform_c + tmp_bh;\n float3 tmp_bj = float3(tmp_bi, tmp_bi,
tmp_bi);\n float3 tmp_bk = tmp_bj * uniform_f;\n float3
tmp_bl = sin(tmp_bk);\n float tmp_bm = tmp_bl[1];\n float3
tmp_bn = cos(tmp_bk);\n float tmp_bo = tmp_bn[0];\n float
tmp_bp = tmp_bn[2];\n float3 tmp_bq = float3(tmp_bm, tmp_bo, tmp_bp);\n
\ float3 tmp_br = tmp_bq * uniform_g;\n float2 tmp_bu =
GenerateValueNoise(tmp_bi, float3(1,0.5,2).x, (int)1, float3(1,0.5,2).y, float3(1,0.5,2).z);\n
\ float tmp_bv = tmp_bu[0];\n float tmp_bw = tmp_bv * uniform_i;\n
\ float tmp_bx = uniform_h + tmp_bw;\n PositionSphere_18D(
/*inout */position, /*inout */seed, /*inout */direction, tmp_br, tmp_bx, (float)6.283185,
(float)0);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n
\ {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint
index = deadListIn[deadIndex];\n attributeBuffer.Store((index * 0x2
+ 0x0) << 2,asuint(lifetime));\n attributeBuffer.Store3((index *
0x4 + 0x16E380) << 2,asuint(color));\n attributeBuffer.Store3((index
* 0x8 + 0x44AA80) << 2,asuint(position));\n attributeBuffer.Store((index
* 0x2 + 0x1) << 2,asuint(particleId));\n attributeBuffer.Store3((index
* 0x8 + 0x44AA84) << 2,asuint(velocity));\n attributeBuffer.Store((index
* 0x8 + 0x44AA83) << 2,asuint(age));\n attributeBuffer.Store((index
* 0x8 + 0x44AA87) << 2,uint(alive));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store((index * 0x2 + 0x0) <<
2,asuint(lifetime));\n attributeBuffer.Store3((index * 0x4 + 0x16E380)
<< 2,asuint(color));\n attributeBuffer.Store3((index * 0x8 + 0x44AA80)
<< 2,asuint(position));\n attributeBuffer.Store((index * 0x2 + 0x1) <<
2,asuint(particleId));\n attributeBuffer.Store3((index * 0x8 + 0x44AA84)
<< 2,asuint(velocity));\n attributeBuffer.Store((index * 0x8 + 0x44AA83)
<< 2,asuint(age));\n attributeBuffer.Store((index * 0x8 + 0x44AA87) <<
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_LIFETIME_CURRENT 1\n#define VFX_USE_POSITION_CURRENT 1\n#define
VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define
VFX_LOCAL_SPACE 1\n\n\nCBUFFER_START(parameters)\n float4x4 InvFieldTransform_b;\n
\ float4x4 FieldTransform_b;\n float4x4 InvFieldTransform_c;\n float4x4
FieldTransform_c;\n float3 uniform_e;\n float uniform_b;\n float3 uniform_f;\n
\ float uniform_c;\n float uniform_d;\n float uniform_g;\n float
uniform_h;\n uint PADDING_0;\nCBUFFER_END\nTexture3D VectorField_b;\nSamplerState
samplerVectorField_b;\nTexture3D VectorField_c;\nSamplerState samplerVectorField_c;\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
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 VectorFieldForce_3B8596C(inout
float3 velocity, float mass, float3 position, VFXSampler3D VectorField, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
deltaTime) /*DataEncoding:Signed 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
;\n value = mul(FieldTransform,float4(value,0.0f)).xyz;\n \n velocity
+= ((value * Intensity) - velocity) * min(1.0f,Drag * deltaTime / mass);\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 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 + 0x44AA87) << 2));\n\t\t\n\n\t\tif
(alive)\n\t\t{\n\t\t\tfloat lifetime = asfloat(attributeBuffer.Load((index *
0x2 + 0x0) << 2));\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x44AA80) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x44AA84) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x44AA83) << 2));\n\t\t\tfloat mass = (float)1;\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_bl = FixedRand(particleId ^ asuint(uniform_d));\n\t\t\t float
tmp_bm = uniform_c * tmp_bl;\n\t\t\t float tmp_bn = uniform_b + tmp_bm;\n\t\t\t
\ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t float3 tmp_bp
= tmp_bo * uniform_e;\n\t\t\t float3 tmp_bq = sin(tmp_bp);\n\t\t\t float
tmp_br = tmp_bq[1];\n\t\t\t float3 tmp_bs = cos(tmp_bp);\n\t\t\t float
tmp_bt = tmp_bs[0];\n\t\t\t float tmp_bu = tmp_bs[2];\n\t\t\t float3 tmp_bv
= float3(tmp_br, tmp_bt, tmp_bu);\n\t\t\t float3 tmp_bw = tmp_bv * uniform_f;\n\t\t\t
\ float2 tmp_bz = GenerateValueNoise(tmp_bn, float3(1,0.5,2).x, (int)1, float3(1,0.5,2).y,
float3(1,0.5,2).z);\n\t\t\t float tmp_ca = tmp_bz[0];\n\t\t\t float tmp_cb
= tmp_ca * uniform_h;\n\t\t\t float tmp_cc = uniform_g + tmp_cb;\n\t\t\t
\ CollisionSphere_0( /*inout */position, /*inout */velocity, /*inout */age,
lifetime, tmp_bw, tmp_cc, (float)1.9, (float)0, (float)0, uniform_c, (float)1,
(float)0);\n\t\t\t}\n\t\t\t{\n\t\t\t VectorFieldForce_3B8596C( /*inout */velocity,
mass, position, GetVFXSampler(VectorField_b, samplerVectorField_b), InvFieldTransform_b,
FieldTransform_b, (float)8, (float)1, uniform_c);\n\t\t\t}\n\t\t\t{\n\t\t\t
\ VectorFieldForce_267A9( /*inout */velocity, mass, position, GetVFXSampler(VectorField_c,
samplerVectorField_c), InvFieldTransform_c, FieldTransform_c, (float)1, (float)4,
uniform_c);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity,
uniform_c);\n\t\t\tAge( /*inout */age, uniform_c);\n\t\t\tReap(age, lifetime,
\ /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x44AA80) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x44AA84) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x44AA83) << 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 + 0x44AA87) << 2,uint(alive));\n\t\t\t\t\n\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\n\t\t\t\tdeadListOut[deadIndex]
= index;\n\t\t\t}\n\t\t}\n#else\n\t\tfloat lifetime = asfloat(attributeBuffer.Load((index
* 0x2 + 0x0) << 2));\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x44AA80) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index
* 0x2 + 0x1) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index
* 0x8 + 0x44AA84) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x44AA83) << 2));\n\t\tfloat mass = (float)1;\n\t\tbool alive = (attributeBuffer.Load((index
* 0x8 + 0x44AA87) << 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_bl = FixedRand(particleId
^ asuint(uniform_d));\n\t\t float tmp_bm = uniform_c * tmp_bl;\n\t\t float
tmp_bn = uniform_b + tmp_bm;\n\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn,
tmp_bn);\n\t\t float3 tmp_bp = tmp_bo * uniform_e;\n\t\t float3 tmp_bq
= sin(tmp_bp);\n\t\t float tmp_br = tmp_bq[1];\n\t\t float3 tmp_bs = cos(tmp_bp);\n\t\t
\ float tmp_bt = tmp_bs[0];\n\t\t float tmp_bu = tmp_bs[2];\n\t\t float3
tmp_bv = float3(tmp_br, tmp_bt, tmp_bu);\n\t\t float3 tmp_bw = tmp_bv * uniform_f;\n\t\t
\ float2 tmp_bz = GenerateValueNoise(tmp_bn, float3(1,0.5,2).x, (int)1, float3(1,0.5,2).y,
float3(1,0.5,2).z);\n\t\t float tmp_ca = tmp_bz[0];\n\t\t float tmp_cb
= tmp_ca * uniform_h;\n\t\t float tmp_cc = uniform_g + tmp_cb;\n\t\t CollisionSphere_0(
/*inout */position, /*inout */velocity, /*inout */age, lifetime, tmp_bw, tmp_cc,
(float)1.9, (float)0, (float)0, uniform_c, (float)1, (float)0);\n\t\t}\n\t\t{\n\t\t
\ VectorFieldForce_3B8596C( /*inout */velocity, mass, position, GetVFXSampler(VectorField_b,
samplerVectorField_b), InvFieldTransform_b, FieldTransform_b, (float)8, (float)1,
uniform_c);\n\t\t}\n\t\t{\n\t\t VectorFieldForce_267A9( /*inout */velocity,
mass, position, GetVFXSampler(VectorField_c, samplerVectorField_c), InvFieldTransform_c,
FieldTransform_c, (float)1, (float)4, uniform_c);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, uniform_c);\n\t\tAge( /*inout */age, uniform_c);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x44AA80) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x44AA84) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8
+ 0x44AA83) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x44AA87)
<< 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_LIFETIME_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT
1\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT
1\n\t\t#define VFX_USE_VELOCITY_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_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float4 uniform_c;\n\t\t
\ float3 uniform_g;\n\t\t float gradient_c;\n\t\t float3 uniform_h;\n\t\t
\ float uniform_d;\n\t\t float uniform_e;\n\t\t float uniform_f;\n\t\t
\ float uniform_i;\n\t\t float uniform_j;\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
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 SetAttribute_D5151647(inout float scaleX, inout float
scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off
channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid
ColorOverLife_73256(float age, float lifetime, inout float3 color, inout float
alpha, float gradient, float BlendColor) /*mode:ColorAndAlpha ColorComposition:Blend
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 = lerp(color,sampledColor.rgb,BlendColor);\n\t\t\t
\ alpha *= sampledColor.a;\n\t\t\t \n\t\t\t}\n\t\t\tvoid SubpixelAA(float3
position, inout float alpha, float size, inout float scaleX, inout float scaleY)\n\t\t\t{\n\t\t\t
\ \n\t\t\t float2 localSize = size * float2(scaleX, scaleY);\n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float minSize
= clipPosW / (0.5f * min(UNITY_MATRIX_P[0][0] * _ScreenParams.x,-UNITY_MATRIX_P[1][1]
* _ScreenParams.y)); // max size in one pixel\n\t\t\t float2 clampedSize
= max(localSize,minSize);\n\t\t\t float fade = (localSize.x * localSize.y)
/ (clampedSize.x * clampedSize.y);\n\t\t\t alpha *= fade;\n\t\t\t localSize
= clampedSize;\n\t\t\t scaleX = localSize.x / size;\n\t\t\t scaleY = localSize.y
/ size;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint
index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint
deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount =
deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax)
- deadCount)\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tfloat
lifetime = asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x16E380) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44AA80) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44AA84) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x44AA83) << 2));\n\t\t\t\t\t\tfloat
alpha = (float)1;\n\t\t\t\t\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x44AA87) << 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 + 0x44AA87) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif
(!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat lifetime
= asfloat(attributeBuffer.Load((index * 0x2 + 0x0) << 2));\n\t\t\t\t\t\tfloat3
color = asfloat(attributeBuffer.Load3((index * 0x4 + 0x16E380) << 2));\n\t\t\t\t\t\tfloat3
position = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44AA80) << 2));\n\t\t\t\t\t\tuint
particleId = (attributeBuffer.Load((index * 0x2 + 0x1) << 2));\n\t\t\t\t\t\tfloat3
velocity = asfloat(attributeBuffer.Load3((index * 0x8 + 0x44AA84) << 2));\n\t\t\t\t\t\tfloat
age = asfloat(attributeBuffer.Load((index * 0x8 + 0x44AA83) << 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\tOrient_6(
/*inout */axisX, /*inout */axisY, /*inout */axisZ, position, velocity);\n\t\t\t\t{\n\t\t\t\t
\ float3 tmp_bj = velocity * velocity;\n\t\t\t\t float tmp_bk = tmp_bj[2];\n\t\t\t\t
\ float tmp_bl = tmp_bj[1];\n\t\t\t\t float tmp_bm = tmp_bk + tmp_bl;\n\t\t\t\t
\ float tmp_bn = tmp_bj[0];\n\t\t\t\t float tmp_bo = tmp_bm + tmp_bn;\n\t\t\t\t
\ float tmp_bq = pow(tmp_bo, (float)0.5);\n\t\t\t\t float tmp_bs = tmp_bq
* (float)0.7;\n\t\t\t\t float tmp_bu = max(tmp_bs, (float)0.01);\n\t\t\t\t
\ float2 tmp_bv = float2((float)0.1, tmp_bu);\n\t\t\t\t SetAttribute_D5151647(
/*inout */scaleX, /*inout */scaleY, tmp_bv);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_bi = FixedRand(particleId ^ asuint(uniform_f));\n\t\t\t\t float
tmp_bj = uniform_e * tmp_bi;\n\t\t\t\t float tmp_bk = uniform_d + tmp_bj;\n\t\t\t\t
\ float3 tmp_bl = float3(tmp_bk, tmp_bk, tmp_bk);\n\t\t\t\t float3 tmp_bm
= tmp_bl * uniform_g;\n\t\t\t\t float3 tmp_bn = sin(tmp_bm);\n\t\t\t\t float
tmp_bo = tmp_bn[1];\n\t\t\t\t float3 tmp_bp = cos(tmp_bm);\n\t\t\t\t float
tmp_bq = tmp_bp[0];\n\t\t\t\t float tmp_br = tmp_bp[2];\n\t\t\t\t float3
tmp_bs = float3(tmp_bo, tmp_bq, tmp_br);\n\t\t\t\t float3 tmp_bt = tmp_bs
* uniform_h;\n\t\t\t\t float3 tmp_bu = position - tmp_bt;\n\t\t\t\t float3
tmp_bv = tmp_bu * tmp_bu;\n\t\t\t\t float tmp_bw = tmp_bv[2];\n\t\t\t\t float
tmp_bx = tmp_bv[1];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float
tmp_bz = tmp_bv[0];\n\t\t\t\t float tmp_ca = tmp_by + tmp_bz;\n\t\t\t\t float
tmp_cc = pow(tmp_ca, (float)0.5);\n\t\t\t\t float2 tmp_cf = GenerateValueNoise(tmp_bk,
float3(1,0.5,2).x, (int)1, float3(1,0.5,2).y, float3(1,0.5,2).z);\n\t\t\t\t
\ float tmp_cg = tmp_cf[0];\n\t\t\t\t float tmp_ch = tmp_cg * uniform_j;\n\t\t\t\t
\ float tmp_ci = uniform_i + tmp_ch;\n\t\t\t\t float tmp_cj = tmp_cc -
tmp_ci;\n\t\t\t\t float tmp_ck = SampleCurve(uniform_c,tmp_cj);\n\t\t\t\t
\ float tmp_cm = max(tmp_ck, (float)0);\n\t\t\t\t float tmp_co = min(tmp_cm,
(float)1);\n\t\t\t\t ColorOverLife_73256(age, lifetime, /*inout */color,
\ /*inout */alpha, gradient_c, tmp_co);\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,
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\t\to.color = VFXApplyFog(o.color,i);\n\t\t\t\tVFXClipFragmentColor(o.color.a,i);\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"
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