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Added new Samples / Updated Project to 4.9.0-preview

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Thomas ICHÉ 6 年前
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共有 162 个文件被更改,包括 21249 次插入2049 次删除
  1. 32
      Assets/HDRP/HDRenderPipelineAsset.asset
  2. 61
      Assets/SampleLoader/SampleLoader.cs
  3. 250
      Assets/Samples/Butterflies/Butterflies.vfx
  4. 882
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab
  5. 823
      Assets/Samples/GrassWind/Grass.vfx
  6. 323
      Assets/Samples/GrassWind/GrassWind.unity
  7. 6
      Assets/Samples/GrassWind/GrassWind/LightingData.asset
  8. 445
      Assets/Samples/GrassWind/GrassWind/Lightmap-0_comp_dir.png
  9. 1001
      Assets/Samples/GrassWind/GrassWind/Lightmap-0_comp_light.exr
  10. 6
      Assets/Samples/GrassWind/Textures/Grass01.psd.meta
  11. 477
      Assets/Samples/MorphingFace/MorphingFace.vfx
  12. 264
      Assets/Samples/Portal/Portal.vfx
  13. 4
      Assets/Samples/UnityLogo/UnityLogo.vfx
  14. 12
      Assets/VisualEffectsSamples.unity
  15. 6
      Packages/manifest.json
  16. 9
      ProjectSettings/EditorBuildSettings.asset
  17. 38
      ProjectSettings/InputManager.asset
  18. 2
      ProjectSettings/ProjectSettings.asset
  19. 2
      ProjectSettings/ProjectVersion.txt
  20. 8
      Assets/Gizmos.meta
  21. 8
      Assets/Samples/ARRadar.meta
  22. 8
      Assets/Samples/Common/Scripts.meta
  23. 1001
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/Ethan-diffuse.png
  24. 88
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/Ethan-diffuse.png.meta
  25. 295
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/Ethan.mat
  26. 5
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/Ethan.mat.meta
  27. 8
      Assets/Samples/GenieMagicLamp.meta
  28. 8
      Assets/Samples/VoxelizedTerrain.meta
  29. 8
      Assets/Gizmos/Cinemachine.meta
  30. 379
      Assets/Gizmos/Cinemachine/cm_logo_lg.png
  31. 88
      Assets/Gizmos/Cinemachine/cm_logo_lg.png.meta
  32. 1001
      Assets/Samples/ARRadar/ARRadar-PostProcess.asset
  33. 8
      Assets/Samples/ARRadar/ARRadar-PostProcess.asset.meta
  34. 231
      Assets/Samples/ARRadar/ARRadar-SceneSettings.asset
  35. 8
      Assets/Samples/ARRadar/ARRadar-SceneSettings.asset.meta
  36. 8
      Assets/Samples/ARRadar/ARRadar.meta
  37. 1001
      Assets/Samples/ARRadar/ARRadar.unity
  38. 7
      Assets/Samples/ARRadar/ARRadar.unity.meta
  39. 1001
      Assets/Samples/ARRadar/ARRadar.vfx
  40. 7
      Assets/Samples/ARRadar/ARRadar.vfx.meta
  41. 79
      Assets/Samples/ARRadar/ARRadarController.cs
  42. 11
      Assets/Samples/ARRadar/ARRadarController.cs.meta
  43. 1001
      Assets/Samples/ARRadar/ARRadarSequenceTimeline.playable
  44. 8
      Assets/Samples/ARRadar/ARRadarSequenceTimeline.playable.meta
  45. 263
      Assets/Samples/ARRadar/CameraCenterTimeline.playable
  46. 8
      Assets/Samples/ARRadar/CameraCenterTimeline.playable.meta
  47. 8
      Assets/Samples/ARRadar/Materials.meta
  48. 234
      Assets/Samples/ARRadar/Materials/Ground.mat
  49. 8
      Assets/Samples/ARRadar/Materials/Ground.mat.meta
  50. 8
      Assets/Samples/ARRadar/Mesh.meta
  51. 456
      Assets/Samples/ARRadar/Mesh/SphereHighPoly.FBX
  52. 97
      Assets/Samples/ARRadar/Mesh/SphereHighPoly.FBX.meta
  53. 8
      Assets/Samples/ARRadar/Textures.meta
  54. 1001
      Assets/Samples/ARRadar/Textures/CoreSphere.psd
  55. 88
      Assets/Samples/ARRadar/Textures/CoreSphere.psd.meta
  56. 191
      Assets/Samples/ARRadar/Textures/UX_Circle_01.psd
  57. 88
      Assets/Samples/ARRadar/Textures/UX_Circle_01.psd.meta
  58. 201
      Assets/Samples/ARRadar/Textures/UX_Circle_02.psd
  59. 88
      Assets/Samples/ARRadar/Textures/UX_Circle_02.psd.meta
  60. 237
      Assets/Samples/ARRadar/Textures/UX_Triangle.psd
  61. 88
      Assets/Samples/ARRadar/Textures/UX_Triangle.psd.meta
  62. 1001
      Assets/Samples/ARRadar/Textures/asteroids_4x4_color.tga
  63. 88
      Assets/Samples/ARRadar/Textures/asteroids_4x4_color.tga.meta
  64. 350
      Assets/Samples/ARRadar/Textures/asteroids_4x4_normals.tga
  65. 99
      Assets/Samples/ARRadar/Textures/asteroids_4x4_normals.tga.meta
  66. 12
      Assets/Samples/Common/Scripts/HideInPlayMode.cs
  67. 11
      Assets/Samples/Common/Scripts/HideInPlayMode.cs.meta
  68. 8
      Assets/Samples/GenieMagicLamp/Art.meta
  69. 8
      Assets/Samples/GenieMagicLamp/Art/Desert.meta
  70. 287
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert.mat
  71. 8
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert.mat.meta
  72. 795
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_A.png
  73. 88
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_A.png.meta
  74. 1001
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_M.png
  75. 88
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_M.png.meta
  76. 1001
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_N.png
  77. 88
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert_N.png.meta
  78. 1001
      Assets/Samples/GenieMagicLamp/Art/Desert_PointCache_AroundGenieLamp.pcache
  79. 11
      Assets/Samples/GenieMagicLamp/Art/Desert_PointCache_AroundGenieLamp.pcache.meta
  80. 1001
      Assets/Samples/GenieMagicLamp/Art/Fire_7x7.tga
  81. 88
      Assets/Samples/GenieMagicLamp/Art/Fire_7x7.tga.meta
  82. 1001
      Assets/Samples/GenieMagicLamp/Art/Genie_SDF.vf
  83. 15
      Assets/Samples/GenieMagicLamp/Art/Genie_SDF.vf.meta
  84. 1001
      Assets/Samples/GenieMagicLamp/Art/MagicLamp.asset
  85. 8
      Assets/Samples/GenieMagicLamp/Art/MagicLamp.asset.meta
  86. 8
      Assets/Samples/GenieMagicLamp/Art/MagicLamp.meta
  87. 233
      Assets/Samples/GenieMagicLamp/Art/MagicLamp/MagicLamp.mat
  88. 8
      Assets/Samples/GenieMagicLamp/Art/MagicLamp/MagicLamp.mat.meta

32
Assets/HDRP/HDRenderPipelineAsset.asset


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runVolumeVoxelizationAsync: 1
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enableDistortion: 1
enablePostprocess: 1
enableAsyncCompute: 1
enableAsyncCompute: 1
runLightListAsync: 1
runSSRAsync: 1
runSSAOAsync: 1
runContactShadowsAsync: 1
runVolumeVoxelizationAsync: 1
lightLoopSettings:
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enableDistortion: 0
enablePostprocess: 0
enableAsyncCompute: 1
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runLightListAsync: 1
runSSRAsync: 1
runSSAOAsync: 1
runContactShadowsAsync: 1
runVolumeVoxelizationAsync: 1
lightLoopSettings:
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enableTileAndCluster: 1

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supportMSAA: 0
supportRuntimeDebugDisplay: 1
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supportDitheringCrossFade: 1
supportRayTracing: 0
lightLoopSettings:

maxShadowRequests: 128
shadowMapsDepthBits: 32
useDynamicViewportRescale: 1
punctualShadowQuality: 0
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61
Assets/SampleLoader/SampleLoader.cs


using System.Text;
using System.Collections.Generic;
using UnityEngine.Experimental.VFX;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public string[] Playlist;
public Image FullScreenBlack;
public Text SceneNameText;
public string ChangeButtonName = "Submit";

public float fadeDuration = 2.0f;
[Header("Debug")]
public GameObject DebugRoot;
int index = 0;
int next = 0;
bool fading;
bool loading;
float fadeTTL;

if (Playlist.Length > 0)
StartCoroutine(LoadScene(Playlist[0]));
if (SceneManager.sceneCountInBuildSettings > 1)
StartCoroutine(LoadScene(0));
}
void UpdateDebug()

FramerateText.text = (1.0f / Time.smoothDeltaTime).ToString("F1");
FramerateText.text = (1.0f / GetSmoothDeltaTime()).ToString("F1");
}
Queue<float> deltaTimeSamples = new Queue<float>();
const float smoothDeltaTimePeriod = 0.5f;
float GetSmoothDeltaTime()
{
float time = Time.unscaledTime;
deltaTimeSamples.Enqueue(time);
if(deltaTimeSamples.Count > 1)
{
float startTime = deltaTimeSamples.Peek();
float delta = time - startTime;
float smoothDelta = delta / deltaTimeSamples.Count;
if (delta > smoothDeltaTimePeriod)
deltaTimeSamples.Dequeue();
return smoothDelta;
}
else
return Time.unscaledDeltaTime;
// Update is called once per frame
if (Input.GetKeyDown(KeyCode.F12) && DebugRoot != null)
DebugRoot.SetActive(!DebugRoot.activeSelf);
UpdateDebug();
fadeTTL -= Time.unscaledDeltaTime;

if (!loading && (Input.GetButton(ChangeButtonName) || Input.touchCount != 0 || (fadeTTL < 0.0f)))
{
int current = index;
index = (index + 1) % Playlist.Length;
StartCoroutine(LoadScene(Playlist[current], Playlist[index]));
int current = next;
next = (next + 1) % (SceneManager.sceneCountInBuildSettings - 1);
StartCoroutine(LoadScene(current, next));
IEnumerator LoadScene(params string[] scene)
IEnumerator LoadScene(params int[] scene)
string sceneToUnload = "", sceneToLoad;
int sceneToUnload = -1, sceneToLoad;
if(scene.Length == 1)
{
sceneToLoad = scene[0];

sceneToLoad = scene[1];
}
if(scene.Length == 2)
if(scene.Length == 2) // Need to unload
AsyncOperation unload = SceneManager.UnloadSceneAsync(sceneToUnload);
AsyncOperation unload = SceneManager.UnloadSceneAsync(sceneToUnload+1);
SceneNameText.text = sceneToLoad;
SceneNameText.text = "";
AsyncOperation load = SceneManager.LoadSceneAsync(sceneToLoad, LoadSceneMode.Additive);
AsyncOperation load = SceneManager.LoadSceneAsync(sceneToLoad+1, LoadSceneMode.Additive);
SceneNameText.text = SceneManager.GetSceneAt(1).name;
StartCoroutine(FadeOutCoroutine());
while (fading)

250
Assets/Samples/Butterflies/Butterflies.vfx


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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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#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"
*= 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\to.color.a
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- compute: 0
name: '[System 1]Left Wing'
source: "Shader \"Hidden/VFX/System 1/Left Wing\"\n{\n\tSubShader\n\t{\t\n\t\tCull

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882
Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab
文件差异内容过多而无法显示
查看文件

823
Assets/Samples/GrassWind/Grass.vfx
文件差异内容过多而无法显示
查看文件

323
Assets/Samples/GrassWind/GrassWind.unity


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6
Assets/Samples/GrassWind/GrassWind/LightingData.asset


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445
Assets/Samples/GrassWind/GrassWind/Lightmap-0_comp_dir.png

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宽度: 256  |  高度: 256  |  大小: 60 KiB

1001
Assets/Samples/GrassWind/GrassWind/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件

6
Assets/Samples/GrassWind/Textures/Grass01.psd.meta


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477
Assets/Samples/MorphingFace/MorphingFace.vfx


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uint particleId, VFXSampler2D attributeMap, uint Seed, float3 valueBias, float3
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AttributeFromCurve_5E96E8EC(inout float scaleY, float age, float lifetime, uint
particleId, float4 Scale) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
SampleMode:RandomUniformPerParticle Mode:PerComponent ColorMode:ColorAndAlpha
channels:Y */\n{\n float t = FIXED_RAND(0x34634bc2);\n float value = 0.0f;\n
AttributeFromCurve_5E96E8EC(inout float scaleY, uint particleId, float4 Scale,
uint Seed) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite
SampleMode:RandomConstantPerParticle Mode:PerComponent ColorMode:ColorAndAlpha
channels:Y */\n{\n float t = FIXED_RAND(Seed);\n float value = 0.0f;\n
\ value = SampleCurve(Scale, t);\n scaleY = value.x;\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

\ }\n }\n */\n \n\n#endif\n float3 position
= float3(0,0,0);\n uint particleId = (uint)0;\n float3 color =
float3(1,1,1);\n float angleX = (float)0;\n uint seed = (uint)0;\n
\ float angleZ = (float)0;\n float scaleY = (float)1;\n float
age = (float)0;\n float lifetime = (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),
float3(-0.5,0,-3.2), float3(1,1,1));\n }\n {\n AttributeFromMap_9AACC55(
\ float angleZ = (float)0;\n float scaleY = (float)1;\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(-0.5,0,-3.2),
float3(1,1,1));\n }\n {\n AttributeFromMap_9AACC55(
float3(0,0,0), float3(1,1,1));\n }\n {\n SetAttribute_48A7C213(
(uint)0, float3(0,0,0), float3(1,1,1));\n }\n {\n SetAttribute_48A7C213(
(float)45);\n }\n AttributeFromCurve_5E96E8EC( /*inout */scaleY,
age, lifetime, particleId, Scale_e);\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
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(color));\n attributeBuffer.Store((index
* 0xC + 0x3) << 2,asuint(angleX));\n attributeBuffer.Store((index
* 0xC + 0x7) << 2,asuint(angleZ));\n attributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(scaleY));\n \n\n }\n#else\n uint
index = particleIndex;\n attributeBuffer.Store3((index * 0xC + 0x0) <<
2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x4) <<
2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(angleX));\n
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(angleZ));\n attributeBuffer.Store((index
* 0xC + 0x8) << 2,asuint(scaleY));\n \n\n#endif\n }\n}\n"
(float)45);\n }\n {\n AttributeFromCurve_5E96E8EC(
/*inout */scaleY, particleId, Scale_e, (uint)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.Store3((index * 0xC + 0x0) << 2,asuint(position));\n
\ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(color));\n
\ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(angleX));\n
\ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(angleZ));\n
\ attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(scaleY));\n
\ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index
* 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index
* 0xC + 0x4) << 2,asuint(color));\n attributeBuffer.Store((index * 0xC
+ 0x3) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0xC + 0x7)
<< 2,asuint(angleZ));\n attributeBuffer.Store((index * 0xC + 0x8) <<
2,asuint(scaleY));\n \n\n#endif\n }\n}\n"
- compute: 0
name: '[System 1]Lit Cube Output'
source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull

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 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_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = color[0];\n\t\t\t\t float tmp_x = color[1];\n\t\t\t\t float
tmp_y = color[2];\n\t\t\t\t float4 tmp_ba = float4(tmp_w, tmp_x, tmp_y, (float)1);\n\t\t\t\t
\ float4 tmp_bc = tmp_ba * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bd = tmp_bc[3];\n\t\t\t\t float tmp_be = tmp_bc[2];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_bc[1];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_bc[0];\n\t\t\t\t float
tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float3 tmp_bk = float3(tmp_bj, tmp_bj,
tmp_bj);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float
tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t
\ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float
tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh,
tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bl);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x
= float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z
= float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3

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 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_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = color[0];\n\t\t\t\t float tmp_x = color[1];\n\t\t\t\t float
tmp_y = color[2];\n\t\t\t\t float4 tmp_ba = float4(tmp_w, tmp_x, tmp_y, (float)1);\n\t\t\t\t
\ float4 tmp_bc = tmp_ba * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bd = tmp_bc[3];\n\t\t\t\t float tmp_be = tmp_bc[2];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_bc[1];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_bc[0];\n\t\t\t\t float
tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float3 tmp_bk = float3(tmp_bj, tmp_bj,
tmp_bj);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float
tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t
\ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float
tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh,
tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bl);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x
= float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z
= float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3

\ \n\t\t\t\t\t\t\t\t\t smoothness = (float)0.7;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ float tmp_y = position[1];\n\t\t\t\t\t\t\t\t\t float tmp_z = tmp_y -
uniform_b;\n\t\t\t\t\t\t\t\t\t float tmp_ba = abs(tmp_z);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_be =
tmp_bc / (float)6;\n\t\t\t\t\t\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t\t\t\t\t\t float tmp_bi
= (float)2 * tmp_bh;\n\t\t\t\t\t\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t\t\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t\t\t\t\t\t float tmp_bl = tmp_bk
* tmp_bh;\n\t\t\t\t\t\t\t\t\t float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t\t\t\t\t\t
\ float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t\t\t\t\t\t float tmp_bp =
max(tmp_bo, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bq = min(tmp_bp, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t metallic = tmp_bq;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
\ float tmp_w = position[1];\n\t\t\t\t\t\t\t\t\t float tmp_x = tmp_w -
uniform_b;\n\t\t\t\t\t\t\t\t\t float tmp_y = abs(tmp_x);\n\t\t\t\t\t\t\t\t\t
\ float tmp_ba = tmp_y - (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_bc = tmp_ba
/ (float)6;\n\t\t\t\t\t\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t\t\t\t\t\t float tmp_bg
= (float)2 * tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t\t\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bj = tmp_bi
* tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t\t\t\t\t\t
\ float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t\t\t\t\t\t float tmp_bn =
max(tmp_bm, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t metallic = tmp_bo;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef

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 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_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = color[0];\n\t\t\t\t float tmp_x = color[1];\n\t\t\t\t float
tmp_y = color[2];\n\t\t\t\t float4 tmp_ba = float4(tmp_w, tmp_x, tmp_y, (float)1);\n\t\t\t\t
\ float4 tmp_bc = tmp_ba * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bd = tmp_bc[3];\n\t\t\t\t float tmp_be = tmp_bc[2];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_bc[1];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_bc[0];\n\t\t\t\t float
tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float3 tmp_bk = float3(tmp_bj, tmp_bj,
tmp_bj);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bk);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float
tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t
\ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float
tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float
tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float
tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float
tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh,
tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t
\ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t
\ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc,
(float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float
tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t
\ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t
\ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4123( /*inout */angleX, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bl);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bc = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be,
(float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float
tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t
\ float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t
\ float tmp_bm = tmp_bl * (float)2;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-1;\n\t\t\t\t
\ SetAttribute_501D4121( /*inout */angleZ, tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_18B2FD0( /*inout
*/color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t
\ float tmp_ba = position[1];\n\t\t\t\t float tmp_bb = tmp_ba - uniform_b;\n\t\t\t\t
\ float tmp_bc = abs(tmp_bb);\n\t\t\t\t float tmp_bd = tmp_bc - (float)1;\n\t\t\t\t
\ float tmp_bf = tmp_bd / (float)6;\n\t\t\t\t float tmp_bh = max(tmp_bf,
(float)0);\n\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t float
tmp_bj = (float)2 * tmp_bi;\n\t\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t\t
\ float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t\t
\ float tmp_bn = (float)1 - tmp_bm;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif
\ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t
\ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd,
(float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float
tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t
\ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t
\ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t SetAttribute_E0455985( /*inout
*/scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bl);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\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\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x
= float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z
= float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3

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Assets/Samples/Portal/Portal.vfx


\"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
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AttributeFromCurve_57216CF6(inout float scaleY, float3 velocity, float4 Scale,
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particleId, float4 Alpha, uint Seed) /*attribute:alpha Composition:Overwrite
AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent
ColorMode:ColorAndAlpha channels:XYZ */\n\t\t\t{\n\t\t\t float t = FIXED_RAND(Seed);\n\t\t\t
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*/\n\t\t\t{\n\t\t\t alpha *= Alpha;\n\t\t\t}\n\t\t\tvoid ColorOverLife_733E3(float
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SetAttribute_65DEC940(inout float pivotX, inout float pivotY, inout float pivotZ,
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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
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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
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*/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,

\"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
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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"
*= 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\to.color.a
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Assets/Samples/UnityLogo/UnityLogo.vfx


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12
Assets/VisualEffectsSamples.unity


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6
Packages/manifest.json


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9
ProjectSettings/EditorBuildSettings.asset


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Assets/Samples/ARRadar/ARRadarController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public static class ARRShaderPropertyToID
{
public static int galaxyMapInitialize = Shader.PropertyToID("Initialize");
}
public class ARRadarController : MonoBehaviour {
public AnimationCurve curve;
private float m_value = 0f;
public float showSpeed = 0.7f;
public float hideSpeed = 1.2f;
public bool toggle;
private Light m_light;
private float m_lightIntensity = 0f;
private VisualEffect m_vf;
private void Awake()
{
m_light = GetComponentInChildren<Light>();
if (m_light != null)
m_lightIntensity = m_light.intensity;
m_vf = GetComponent<VisualEffect>();
}
private void OnEnable()
{
toggle = true;
}
IEnumerator Start ()
{
// m_vf = GetComponent<VisualEffect>();
while (true)
{
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{
Debug.LogWarning("No Visual Effect component found; the ARRadarController script needs to be attached to the ARRadar effect.");
break;
}
if (toggle)
{
if (m_value < 1f)
m_value += Time.deltaTime * showSpeed * curve.Evaluate(m_value);
if (m_value > 1f)
m_value = 1f;
}
else
{
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m_value -= Time.deltaTime * hideSpeed * curve.Evaluate(m_value);
if (m_value < 0f)
m_value = 0f;
}
if (m_light != null)
m_light.intensity = Mathf.Lerp(0f, m_lightIntensity, m_value);
m_vf.SetFloat(ARRShaderPropertyToID.galaxyMapInitialize, m_value);
if (Input.GetKeyDown(KeyCode.Space))
toggle = !toggle;
yield return null;
}
}
}

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Assets/Samples/ARRadar/Textures/UX_Triangle.psd
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Assets/Samples/ARRadar/Textures/asteroids_4x4_color.tga
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Assets/Samples/ARRadar/Textures/asteroids_4x4_normals.tga
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Assets/Samples/Common/Scripts/HideInPlayMode.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HideInPlayMode : MonoBehaviour
{
private void Start()
{
gameObject.SetActive(false);
}
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