x: -898
y: 232
width: 2558
height: 2090
height: 2092
--- !u!114 &114350483966674976
MonoBehaviour:
m_ObjectHideFlags: 1
\ }\n }\n */\n \n\n#endif\n float size
= (float)0.1;\n float3 position = float3(0,0,0);\n uint seed =
(uint)0;\n float3 direction = float3(0,0,1);\n float lifetime
= (float)0 ;\n float texIndex = (float)0;\n uint particleId = (uint)0;\n
= (float)1 ;\n float texIndex = (float)0;\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
* 0x8 + 0x30D84) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index
* 0x8 + 0x30D83) << 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 = SampleCurve(uniform_b,age);\n\t\t\t
\ float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t float tmp_bj = min(tmp_bh,
(float)1);\n\t\t\t float3 tmp_bl = float3((float)0.5, tmp_bj, (float)2);\n\t\t\t
\ float3 tmp_bn = GeneratePerlinCurlNoise(position, tmp_bl.x, (int)3, tmp_bl.y,
tmp_bl.z);\n\t\t\t float tmp_bo = SampleCurve(uniform_c,age);\n\t\t\t float3
tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t\t float3 tmp_bq = tmp_bn *
tmp_bp;\n\t\t\t float3 tmp_br = uniform_d - position;\n\t\t\t float3 tmp_bs
= tmp_br * tmp_br;\n\t\t\t float tmp_bt = tmp_bs[2];\n\t\t\t float tmp_bu
= tmp_bs[1];\n\t\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t\t float tmp_bw
= tmp_bs[0];\n\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t float tmp_by
= pow(tmp_bx, (float)0.5);\n\t\t\t float tmp_bz = (float)1 / tmp_by;\n\t\t\t
\ float3 tmp_ca = float3(tmp_bz, tmp_bz, tmp_bz);\n\t\t\t float3 tmp_cb
= tmp_br * tmp_ca;\n\t\t\t float3 tmp_cc = tmp_cb * uniform_e;\n\t\t\t float3
tmp_cd = tmp_bq + tmp_cc;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_cd,
(float)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position,
velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
\ float tmp_bg = saturate(tmp_bf);\n\t\t\t float3 tmp_bi = float3((float)0.5,
tmp_bg, (float)2);\n\t\t\t float3 tmp_bk = GeneratePerlinCurlNoise(position,
tmp_bi.x, (int)3, tmp_bi.y, tmp_bi.z);\n\t\t\t float tmp_bl = SampleCurve(uniform_c,age);\n\t\t\t
\ float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t\t float3 tmp_bn
= tmp_bk * tmp_bm;\n\t\t\t float3 tmp_bo = uniform_d - position;\n\t\t\t
\ float3 tmp_bq = tmp_bo * tmp_bo;\n\t\t\t float tmp_br = tmp_bq[2];\n\t\t\t
\ float tmp_bs = tmp_bq[1];\n\t\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t\t
\ float tmp_bu = tmp_bq[0];\n\t\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t\t
\ float tmp_bw = pow(tmp_bv, (float)0.5);\n\t\t\t float tmp_bx = (float)1
/ tmp_bw;\n\t\t\t float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t\t
\ float3 tmp_bz = tmp_bo * tmp_by;\n\t\t\t float3 tmp_ca = tmp_bz * uniform_e;\n\t\t\t
\ float3 tmp_cb = tmp_bn + tmp_ca;\n\t\t\t Force_1( /*inout */velocity,
mass, tmp_cb, (float)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout
*/position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\t\n\n\t\t\tif (alive)\n\t\t\t{\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D80) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index
* 0x8 + 0x30D84) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x8 + 0x30D83) << 2));\n\t\tbool alive = (attributeBuffer.Load((index * 0x8
+ 0x30D87) << 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 = SampleCurve(uniform_b,age);\n\t\t
\ float tmp_bh = max(tmp_bf, (float)0);\n\t\t float tmp_bj = min(tmp_bh ,
(float)1);\n\t\t float3 tmp_bl = float3((float)0.5, tmp_bj, (float)2);\n\t\t
\ float3 tmp_bn = GeneratePerlinCurlNoise(position, tmp_bl.x, (int)3, tmp_bl.y,
tmp_bl.z);\n\t\t float tmp_bo = SampleCurve(uniform_c,age);\n\t\t float3
tmp_bp = float3(tmp_bo, tmp_bo, tmp_bo);\n\t\t float3 tmp_bq = tmp_bn * tmp_bp;\n\t\t
\ float3 tmp_br = uniform_d - position;\n\t\t float3 tmp_bs = tmp_br *
tmp_br;\n\t\t float tmp_bt = tmp_bs[2];\n\t\t float tmp_bu = tmp_bs[1];\n\t\ t
\ float tmp_bv = tmp_bt + tmp_bu;\n\t\t float tmp_bw = tmp_bs[0];\n\t\t
\ float tmp_bx = tmp_bv + tmp_bw;\n\t\t float tmp_by = pow(tmp_bx, (float)0.5) ;\n\t\t
\ float tmp_bz = (float)1 / tmp_by;\n\t\t float3 tmp_ca = float3(tmp_bz,
tmp_bz, tmp_bz);\n\t\t float3 tmp_cb = tmp_br * tmp_ca;\n\t\t float3 tmp_cc
= tmp_cb * uniform_e;\n\t\t float3 tmp_cd = tmp_bq + tmp_cc;\n\t\t Force_1(
/*inout */velocity, mass, tmp_cd, (float)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age,
lifetime, /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x30D80) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8
+ 0x30D84) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 +
0x30D83) << 2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D87)
<< 2,uint(alive));\n\t\t\n\n#if VFX_HAS_INDIRECT_DRAW\n uint indirectIndex
= indirectBuffer.IncrementCounter();\n\t\tindirectBuffer[indirectIndex] = ind ex;\n#endif\n#endif\n\t}\n}\n"
\ float tmp_bg = saturate(tmp_bf);\n\t\t float3 tmp_bi = float3((float)0.5 ,
tmp_bg, (float)2);\n\t\t float3 tmp_bk = GeneratePerlinCurlNoise(position,
tmp_bi.x, (int)3, tmp_bi.y, tmp_bi.z);\n\t\t float tmp_bl = SampleCurve(uniform_c,age);\n\t\t
\ float3 tmp_bm = float3(tmp_bl, tmp_bl, tmp_bl);\n\t\t float3 tmp_bn =
tmp_bk * tmp_bm;\n\t\t float3 tmp_bo = uniform_d - position;\n\t\t float3
tmp_bq = tmp_bo * tmp_bo;\n\t\t float tmp_br = tmp_bq[2];\n\t\t float
tmp_bs = tmp_bq[1];\n\t\t float tmp_bt = tmp_br + tmp_bs;\n\t\t floa t
tmp_bu = tmp_bq[0]; \n\t\t float tmp_bv = tmp_bt + tmp_bu;\n\t\t float
tmp_bw = pow(tmp_bv, (float)0.5);\n\t\t float tmp_bx = (float)1 / tmp_bw ;\n\t\t
\ float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n\t\t float3 tmp_bz =
tmp_bo * tmp_by;\n\t\t float3 tmp_ca = tmp_bz * uniform_e;\n\t\t float3
tmp_cb = tmp_bn + tmp_ca;\n\t\t Force_1( /*inout */velocity, mass, tmp_cb,
(float)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity,
deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\tReap(age, lifetime,
\ /*inout */alive);\n\t\t\n\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D80)
<< 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x8 + 0x30D84)
<< 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D83) <<
2,asuint(age));\n\t\tattributeBuffer.Store((index * 0x8 + 0x30D87) << 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]Lit Quad Output'
source: "Shader \"Hidden/VFX/System 1/Lit Quad Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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
out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1 078544746 ;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ float tmp_bd = age / lifetime;\n\t\t\t\t\t\t\t\t\t float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bh =
max(tmp_bf, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t thickness = tmp_bi ;\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_THICKNESS
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bg =
saturate(tmp_bf);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t thickness =
tmp_bg ;\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_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat
normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1 078544746 ;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\ float tmp_bd = age / lifetime;\n\t\t\t\t\t\t\t\t\t float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t\t\t\t
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bh =
max(tmp_bf, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t\t\t\t
\ \n\t\t\t\t\t\t\t\t\t thickness = tmp_bi ;\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_THICKNESS
\ float tmp_bf = (float)1 - tmp_be;\n\t\t\t\t\t\t\t\t\t float tmp_bg =
saturate(tmp_bf);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t thickness =
tmp_bg ;\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_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\tfloat
normalScale = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS
i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\ \n\t\t\t\t diffusionProfileHash = (uint)0;\n\t\t\t\t}\n\t\t\t\t\n //
Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
\ \n\t\t\t\t diffusionProfileHash = (uint)1 078544746 ;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.y\n\t\t#define VFX_VARYING_UV uv\n\t\t\n\t\t\n\t\t\n\t\t//
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t#define USE_LEGACY_UNITY_MATRIX_VARIABLES\n\t\t \t\t\n\t\t\t#if
Needed for HDRP\n\t\t#define SHADERPASS SHADERPASS_SHADOWS\n\t\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include
USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t float tmp_bd = age / lifetime;\n\t\t\t\t\t\t
\ float tmp_be = SampleCurve(uniform_b,tmp_bd);\n\t\t\t\t\t\t float tmp_bf
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t\t\t\t
\ float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold
= tmp_bi;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= (float)1 - tmp_be;\n\t\t\t\t\t\t float tmp_bg = saturate(tmp_bf);\n\t\t\t\t\t\t
\ \n\t\t\t\t\t\t alphaThreshold = tmp_bg;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_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
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