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Updating to 2019.3 / 7.2.0 (#14)

* Updated to 7.2.0 + Fixed Assets

* Rebuilt VFX

* Fixed GrassWind Ambient, Fixed Chomper SSS Profile

* Rebuilt VFX, Fixed Voxelized Terrain UI labels disappearing in 1440p

* Updated Changelog
/main
GitHub 5 年前
当前提交
ffdc132d
共有 91 个文件被更改,包括 1368 次插入1084 次删除
  1. 23
      Assets/HDRP/HDRenderPipelineAsset.asset
  2. 16
      Assets/Samples/ARRadar/ARRadar.vfx
  3. 25
      Assets/Samples/ARRadar/Materials/Ground.mat
  4. 23
      Assets/Samples/BonFire/Trees-Wind/BonFire-Leaves.mat
  5. 23
      Assets/Samples/BonFire/Trees-Wind/BonFire-Wood.mat
  6. 28
      Assets/Samples/BonFire/VFX/BonFire.vfx
  7. 40
      Assets/Samples/BonFire/VFX/FlyingLeaves.vfx
  8. 2
      Assets/Samples/BonFire/VFX/Shaders/BonfireFlame.shadergraph
  9. 46
      Assets/Samples/Butterflies/Butterflies.vfx
  10. 26
      Assets/Samples/Common/3DGameKitCharacters/Materials/Chomper/Chomper_Body.mat
  11. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Chomper/Chomper_Internals.mat
  12. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_BackExit.mat
  13. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Body01.mat
  14. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Body02.mat
  15. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Glass.mat
  16. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Propellers.mat
  17. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Body.mat
  18. 27
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Eyelash.mat
  19. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Eyes.mat
  20. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Hair.mat
  21. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Head.mat
  22. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Tear.mat
  23. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Grenadier/Grenadier.mat
  24. 25
      Assets/Samples/Common/3DGameKitCharacters/Materials/Grenadier/Grenadier_Core.mat
  25. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Grenadier/Grenadier_Eye.mat
  26. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Pistol/Pistol_Mat.mat
  27. 24
      Assets/Samples/Common/3DGameKitCharacters/Materials/Staff/Staff_Mat.mat
  28. 25
      Assets/Samples/Common/Kenney/CharacterKit/Survivor01.mat
  29. 25
      Assets/Samples/Common/Kenney/CharacterKit/Survivor02.mat
  30. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-_defaultMat.mat
  31. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-groundGrass.mat
  32. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-leaves.mat
  33. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-leavesFall.mat
  34. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-leavesGreen.mat
  35. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-mushroom.mat
  36. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-mushroomDark.mat
  37. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-stone.mat
  38. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-water.mat
  39. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-wood.mat
  40. 25
      Assets/Samples/Common/Kenney/Nature Kit/Models/FBX format/Materials/natureKit-woodLight.mat
  41. 34
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/Ethan.mat
  42. 25
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat
  43. 25
      Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanWhite.mat
  44. 56
      Assets/Samples/Common/Textures/harshbricks-Unity/Brick.mat
  45. 6
      Assets/Samples/EllenHologram/EllenHologram.vfx
  46. 26
      Assets/Samples/GenieMagicLamp/Art/Desert/Desert.mat
  47. 24
      Assets/Samples/GenieMagicLamp/Art/MagicLamp/MagicLamp.mat
  48. 18
      Assets/Samples/GenieMagicLamp/VFX/GenieFX.vfx
  49. 4
      Assets/Samples/GrassWind/Grass.vfx
  50. 127
      Assets/Samples/GrassWind/GrassWind.unity
  51. 21
      Assets/Samples/GrassWind/TerrainMaterials/Terrain.mat
  52. 11
      Assets/Samples/MorphingFace/MorphingFace.vfx
  53. 24
      Assets/Samples/Portal/Materials/Tiles.mat
  54. 22
      Assets/Samples/Portal/Portal.vfx
  55. 46
      Assets/Samples/RibbonPack/RibbonPack.vfx
  56. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Door.mat
  57. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Door_B.mat
  58. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Floor.mat
  59. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/HoloTable.mat
  60. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/HoloTable_Surface.mat
  61. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp.mat
  62. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp_02.mat
  63. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp_03.mat
  64. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp_orange.mat
  65. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/PC.mat
  66. 17
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/PC_Screen.mat
  67. 24
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pillar.mat
  68. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pillar_Hall.mat
  69. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pipe.mat
  70. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall.mat
  71. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_Hall.mat
  72. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_Hall_Small.mat
  73. 25
      Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_less_detail.mat
  74. 25
      Assets/Samples/SpaceshipHoloTable/Lighting/Materials/AreaLightEmissive.mat
  75. 30
      Assets/Samples/SpaceshipHoloTable/VFX/ARUI-Table-PinScreen.vfx
  76. 6
      Assets/Samples/UnityLogo/UnityLogo.vfx
  77. 6
      Assets/Samples/Visual Effect Graph/7.1.6/VisualEffectGraph Additions/VFX/Bonfire.vfx
  78. 12
      Assets/Samples/Visual Effect Graph/7.1.6/VisualEffectGraph Additions/VFX/Lightning.vfx
  79. 6
      Assets/Samples/Visual Effect Graph/7.1.6/VisualEffectGraph Additions/VFX/Sparks.vfx
  80. 18
      Assets/Samples/Volumetric/Volumetric.vfx
  81. 373
      Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.unity
  82. 11
      Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.vfx
  83. 25
      Assets/Samples/VoxelizedTerrain/White.mat
  84. 2
      Packages/manifest.json
  85. 1
      ProjectSettings/GraphicsSettings.asset
  86. 5
      ProjectSettings/HDRPProjectSettings.asset
  87. 14
      README.md
  88. 8
      Assets/Samples/SpaceshipHoloTable/Lighting/CustomRenderTexture.meta
  89. 8
      Assets/Samples/SpaceshipHoloTable/Lighting/Shaders.meta

23
Assets/HDRP/HDRenderPipelineAsset.asset


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16
Assets/Samples/ARRadar/ARRadar.vfx


\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
float4x4(1.42857146,0,0,0,0,4.99999952,0,0,0,0,1.42857146,0,0,0,0,1), float4x4(0.699999988,0,0,0,0,0.200000003,0,0,0,0,0.699999988,0,0,0,0,1),
(float)0.200000003, (float)0.200000003, (float)1.5, (float)1, (float)2, (int)4,
(float)0.200000003, (float)0.200000003, (float)1.5, (int)4, (float)1, (float)2,
deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_z = attributes.position
- attributes.targetPosition;\n\t\t\t float3 tmp_ba = tmp_z * tmp_z;\n\t\t\t
float tmp_bb = tmp_ba[2];\n\t\t\t float tmp_bc = tmp_ba[1];\n\t\t\t float

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
float4x4(1.42857146,0,0,0,0,4.99999952,0,0,0,0,1.42857146,0,0,0,0,1), float4x4(0.699999988,0,0,0,0,0.200000003,0,0,0,0,0.699999988,0,0,0,0,1),
(float)0.200000003, (float)0.200000003, (float)1.5, (float)1, (float)2, (int)4,
(float)0.200000003, (float)0.200000003, (float)1.5, (int)4, (float)1, (float)2,
deltaTime_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_z = attributes.position - attributes.targetPosition;\n\t\t
float3 tmp_ba = tmp_z * tmp_z;\n\t\t float tmp_bb = tmp_ba[2];\n\t\t
float tmp_bc = tmp_ba[1];\n\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
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25
Assets/Samples/ARRadar/Materials/Ground.mat


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Assets/Samples/BonFire/Trees-Wind/BonFire-Leaves.mat


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23
Assets/Samples/BonFire/Trees-Wind/BonFire-Wood.mat


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28
Assets/Samples/BonFire/VFX/BonFire.vfx


deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag
* deltaTime / mass);\n}\nvoid Turbulence_18C(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, float roughness, float lacunarity,
int octaves, float deltaTime) /*Mode:Relative NoiseType:Perlin */\n{\n float3
vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
float Intensity, float Drag, float frequency, int octaves, float roughness,
float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Perlin */\n{\n
float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GeneratePerlinCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime

tmp_bt);\n\t\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_bu, (float)0.5, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_18C(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_b, FieldTransform_b,
(float)5, (float)1, (float)3, (float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
(float)5, (float)1, (float)3, (int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index

float3 tmp_bu = mul((float3x3)uniform_b, tmp_bt);\n\t\t Force_1( /*inout
*/attributes.velocity, attributes.mass, tmp_bu, (float)0.5, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Turbulence_18C(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_b, FieldTransform_b, (float)5, (float)1, (float)3, (float)0.5,
(float)2, (int)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
InvFieldTransform_b, FieldTransform_b, (float)5, (float)1, (float)3, (int)3,
(float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store3((index

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40
Assets/Samples/BonFire/VFX/FlyingLeaves.vfx


\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)12, (float)0.699999988, (float)1,
(float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Force_1(
(int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, Velocity_b, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAngularEulerIntegration(
/*inout */attributes.angleX, attributes.angularVelocityX, /*inout */attributes.angleY,

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
(float)12, (float)0.699999988, (float)1, (float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
(float)12, (float)0.699999988, (float)1, (int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Force_1( /*inout */attributes.velocity, attributes.mass, Velocity_b, (float)1,
deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\tAngularEulerIntegration( /*inout */attributes.angleX,

VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
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{ \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask
6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP

\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), (float)20, (float)0.699999988, (float)1,
(float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Force_1(
(int)2, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Force_1(
/*inout */attributes.velocity, attributes.mass, Velocity_b, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
attributes.eventCount = 0u;\n\t\t\t GPUEventRate_1( /*inout */attributes.rateCount_c,
/*inout */attributes.eventCount, (float)60, deltaTime_a);\n\t\t\t eventCount_a

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1), float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),
(float)20, (float)0.699999988, (float)1, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
(float)20, (float)0.699999988, (float)1, (int)2, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Force_1( /*inout */attributes.velocity, attributes.mass, Velocity_b, (float)1,
deltaTime_a);\n\t\t}\n\t\t{\n\t\t attributes.eventCount = 0u;\n\t\t GPUEventRate_1(
/*inout */attributes.rateCount_c, /*inout */attributes.eventCount, (float)60,

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2
Assets/Samples/BonFire/VFX/Shaders/BonfireFlame.shadergraph
文件差异内容过多而无法显示
查看文件

46
Assets/Samples/Butterflies/Butterflies.vfx


deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag
* deltaTime / mass);\n}\nvoid Turbulence_18D(float3 position, inout float3
velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform,
float Intensity, float Drag, float frequency, float roughness, float lacunarity,
int octaves, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n float3
vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
float Intensity, float Drag, float frequency, int octaves, float roughness,
float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value */\n{\n
float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz
* Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime

-1, -1);\n\t\t\t float3 tmp_cz = tmp_cw + tmp_cy;\n\t\t\t Force_1( /*inout
*/attributes.velocity, attributes.mass, tmp_cz, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_b, FieldTransform_b, (float)1, (float)1, (float)1.5, (float)0.5,
(float)2, (int)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bd
InvFieldTransform_b, FieldTransform_b, (float)1, (float)1, (float)1.5, (int)1,
(float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bd
= attributes.velocity * attributes.velocity;\n\t\t\t float tmp_be = tmp_bd[2];\n\t\t\t
float tmp_bf = tmp_bd[1];\n\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t
float tmp_bh = tmp_bd[0];\n\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t

tmp_cw + tmp_cy;\n\t\t Force_1( /*inout */attributes.velocity, attributes.mass,
tmp_cz, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_b, FieldTransform_b,
(float)1, (float)1, (float)1.5, (float)0.5, (float)2, (int)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
(float)1, (float)1, (float)1.5, (int)1, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
float3 tmp_bd = attributes.velocity * attributes.velocity;\n\t\t float tmp_be
= tmp_bd[2];\n\t\t float tmp_bf = tmp_bd[1];\n\t\t float tmp_bg = tmp_be
+ tmp_bf;\n\t\t float tmp_bh = tmp_bd[0];\n\t\t float tmp_bi = tmp_bg

VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
{ \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask
6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP

VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
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undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
{ \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask
6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP

VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t
WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\n\t\t\t#pragma target 4.5\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\tstruct

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP
|| HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP
|| HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\n\t\t\t\n\t\t\tstruct
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t Stencil\n\t\t {\n\t\t
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multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define
UNITY_MATERIAL_LIT\n\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\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\n\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\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION

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Assets/Samples/Common/3DGameKitCharacters/Materials/Chomper/Chomper_Body.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Chomper/Chomper_Internals.mat


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25
Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_BackExit.mat


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24
Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Body01.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Body02.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Glass.mat


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25
Assets/Samples/Common/3DGameKitCharacters/Materials/Dropship/Dropship_Propellers.mat


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24
Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Body.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Eyelash.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Eyes.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Hair.mat


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Assets/Samples/Common/3DGameKitCharacters/Materials/Ellen/Ellen_Head.mat


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Assets/Samples/GenieMagicLamp/Art/MagicLamp/MagicLamp.mat


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18
Assets/Samples/GenieMagicLamp/VFX/GenieFX.vfx


deltaSpeed = tgtSpeed - spdNormal;\n velocity += sign(deltaSpeed) * min(abs(deltaSpeed),deltaTime
* lerp(stickForce,attractionForce,ratio)) * dir / mass ;\n}\nvoid Turbulence_18D(float3
position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4
FieldTransform, float Intensity, float Drag, float frequency, float roughness,
float lacunarity, int octaves, float deltaTime) /*Mode:Relative NoiseType:Value
FieldTransform, float Intensity, float Drag, float frequency, int octaves,
float roughness, float lacunarity, float deltaTime) /*Mode:Relative NoiseType:Value
*/\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n
\n float3 value = GenerateValueCurlNoise(vectorFieldCoord + 0.5f, frequency,
octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

* (float)40;\n\t\t\t float tmp_ca = tmp_bw * (float)15;\n\t\t\t float
tmp_cb = max(tmp_ca, (float)0);\n\t\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_c, FieldTransform_c,
tmp_by, tmp_cb, (float)1.5, (float)1, (float)2, (int)4, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
tmp_by, tmp_cb, (float)1.5, (int)4, (float)1, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index

float tmp_by = tmp_bw * (float)40;\n\t\t float tmp_ca = tmp_bw * (float)15;\n\t\t
float tmp_cb = max(tmp_ca, (float)0);\n\t\t Turbulence_18D(attributes.position,
/*inout */attributes.velocity, attributes.mass, InvFieldTransform_c, FieldTransform_c,
tmp_by, tmp_cb, (float)1.5, (float)1, (float)2, (int)4, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
tmp_by, tmp_cb, (float)1.5, (int)4, (float)1, (float)2, deltaTime_a);\n\t\t}\n\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *

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4
Assets/Samples/GrassWind/Grass.vfx


= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
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127
Assets/Samples/GrassWind/GrassWind.unity


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21
Assets/Samples/GrassWind/TerrainMaterials/Terrain.mat


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11
Assets/Samples/MorphingFace/MorphingFace.vfx


_PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn
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24
Assets/Samples/Portal/Materials/Tiles.mat


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22
Assets/Samples/Portal/Portal.vfx


\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
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/ (float)0.600000024;\n\t\t float tmp_bp = tmp_bn * (float)20;\n\t\t
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/*inout */attributes.velocity, attributes.mass, InvFieldTransform_a, FieldTransform_a,
tmp_bq, (float)1, (float)1.5, (float)0.5, (float)2, (int)2, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
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float tmp_bi = tmp_bg ? (float)-9.81000042 : (float)0;\n\t\t float3 tmp_bj
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46
Assets/Samples/RibbonPack/RibbonPack.vfx


\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_a, FieldTransform_a, (float)1, (float)1, (float)1.5, (float)0.5,
(float)2, (int)3, deltaTime_a);\n\t\t\t}\n\t\t\tAttributeFromCurve_45ABB90F(
InvFieldTransform_a, FieldTransform_a, (float)1, (float)1, (float)1.5, (int)3,
(float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t{\n\t\t\t
attributes.eventCount = 0u;\n\t\t\t GPUEventRate_1( /*inout */attributes.rateCount_c,
/*inout */attributes.eventCount, (float)30, deltaTime_a);\n\t\t\t eventCount_a

stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_a, FieldTransform_a, (float)1, (float)1, (float)1.5, (float)0.5,
(float)2, (int)3, deltaTime_a);\n\t\t}\n\t\tAttributeFromCurve_45ABB90F( /*inout
*/attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t{\n\t\t
InvFieldTransform_a, FieldTransform_a, (float)1, (float)1, (float)1.5, (int)3,
(float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t{\n\t\t
attributes.eventCount = 0u;\n\t\t GPUEventRate_1( /*inout */attributes.rateCount_c,
/*inout */attributes.eventCount, (float)30, deltaTime_a);\n\t\t eventCount_a
+= attributes.eventCount;\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,

\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
Turbulence_18D(float3 position, inout float3 velocity, float mass, float4x4
InvFieldTransform, float4x4 FieldTransform, float Intensity, float Drag, float
frequency, float roughness, float lacunarity, int octaves, float deltaTime)
frequency, int octaves, float roughness, float lacunarity, float deltaTime)
/*Mode:Relative NoiseType:Value */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform,
float4(position,1.0f)).xyz;\n \n float3 value = GenerateValueCurlNoise(vectorFieldCoord
+ 0.5f, frequency, octaves, roughness, lacunarity);\n value = mul(FieldTransform,float4(value,0.0f)).xyz

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_a, FieldTransform_a, (float)0.0500000007, (float)1, (float)1,
(float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
(int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration(
/*inout */attributes.position, attributes.velocity, deltaTime_a);\n\t\t\tAge(
/*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif (attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index

InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
Turbulence_18D(attributes.position, /*inout */attributes.velocity, attributes.mass,
InvFieldTransform_a, FieldTransform_a, (float)0.0500000007, (float)1, (float)1,
(float)0.5, (float)2, (int)3, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout
(int)3, (float)0.5, (float)2, deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout
*/attributes.position, attributes.velocity, deltaTime_a);\n\t\tAge( /*inout
*/attributes.age, deltaTime_a);\n\t\tReap(attributes.age, attributes.lifetime,
/*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index *

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"GBuffer\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t\tWriteMask
7\n\t\t\t\tRef 2\n\t\t\t\tComp Always\n\t\t\t\tPass Replace\n\t\t\t}\t\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
{ \"LightMode\"=\"GBuffer\" }\n\t\t\n\t\t Stencil\n\t\t {\n\t\t WriteMask
6\n\t\t Ref 2\n\t\t Comp Always\n\t\t Pass Replace\n\t\t }\n\n\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP

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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Door.mat


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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp.mat


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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Lamp_03.mat


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24
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/PC.mat


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17
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/PC_Screen.mat


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24
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pillar.mat


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25
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pillar_Hall.mat


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25
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Pipe.mat


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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall.mat


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25
Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_Hall.mat


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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_Hall_Small.mat


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Assets/Samples/SpaceshipHoloTable/Environment/Props/Materials/Wall_less_detail.mat


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Assets/Samples/SpaceshipHoloTable/Lighting/Materials/AreaLightEmissive.mat


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30
Assets/Samples/SpaceshipHoloTable/VFX/ARUI-Table-PinScreen.vfx


VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP

VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
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WriteMask 40\n\t\t\t Ref 32\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite
On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH
VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma
multi_compile _ WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)

= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
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target 4.5\n\t\t\t\n\t\t\t#pragma multi_compile _ LIGHT_LAYERS\n\t\t\t#pragma
multi_compile _ DEBUG_DISPLAY\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t\t\n\t\t\t#define
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Assets/Samples/Volumetric/Volumetric.vfx


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Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.vfx


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25
Assets/Samples/VoxelizedTerrain/White.mat


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Packages/manifest.json


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"com.unity.ugui": "1.0.0",

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14
README.md


In this project you will be able to access sample scenes and effects made with the Visual Effect Graph. You can download snapshots of these samples by using the [release](https://github.com/Unity-Technologies/VisualEffectGraph-Samples/releases) tab, or by cloning this repository.
There are also pre-built binaries for Windows and macOS available.
There are also pre-built binaries for Windows and/or macOS available.
- #### 2019.3 Update: (7.2.0 rev1 2020-02-12)
- **Updated HD Render Pipeline / Visual Effect Graph to 7.2.0**
- **Fixes and Improvements**
- Rebuilt all Visual Effects
- Upgraded all HDRP materials to 7.2.0
- Fixed Ambient Lighting in GrassWind
- Fixed SSS Profile for Chomper Character in EllenHologram
- Fixed UI Labels in Voxelized Terrain that disappeared in 1440p
- Fixed Bonfire Fire Shader : was using a texture that was removed from HD Render Pipeline Package
- Removed unused Custom Render Texture + Shaders in SpaceshipHoloTable
- #### 2019.3.0 Release : (7.1.8 rev1 2020-01-30)
- **New Samples**

8
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