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m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Butterflies m_Graph: {fileID: 114391333512253460} m_ShaderSources: - compute: 1 name: '[System 1]Initialize' source: "#pragma kernel CSMain\r\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n\n\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t// Index of the first particle spawned\r\n \ uint dispatchWidth;\r\n#else\r\n uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListIn;\r\nByteAddressBuffer deadListCount; // This is bad to use a SRV to fetch deadList count but Unity API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\nvoid PositionSphere_31A(inout float3 position, inout uint seed, inout float3 direction, float3 ArcSphere_sphere_center, float ArcSphere_sphere_radius, float ArcSphere_arc, float volumeFactor) /*positionMode:ThicknessAbsolute spawnMode:Randomized */\n{\n float cosPhi = 2.0f * RAND - 1.0f;float theta = ArcSphere_arc * RAND;\n float rNorm = pow(volumeFactor + (1 - volumeFactor) * RAND, 1.0f / 3.0f);\n \n float2 sincosTheta;\n sincos(theta, sincosTheta.x, sincosTheta.y);\n sincosTheta *= sqrt(1.0f - cosPhi * cosPhi);\n \n direction = float3(sincosTheta, cosPhi);\n position += direction * (rNorm * ArcSphere_sphere_radius) + ArcSphere_sphere_center;\n \n}\nvoid SetAttribute_595BA547(inout float3 direction, float3 Direction) /*attribute:direction Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n direction = Direction;\n}\nvoid VelocityRandomize_18C(inout float3 velocity, inout float3 direction, inout uint seed, float MinSpeed, float MaxSpeed, float DirectionBlend) /*composition:Add speedMode:Random */\n{\n float3 randomDirection = normalize(RAND3 * 2.0f - 1.0f);\n float speed = lerp(MinSpeed,MaxSpeed,RAND);\n \ direction = VFXSafeNormalize(lerp(direction, randomDirection, DirectionBlend));\n \ velocity += direction * speed;\n}\nvoid SetAttribute_CA100327(inout float texIndex, inout uint seed, float Min, float Max) /*attribute:texIndex Composition:Overwrite Source:Slot Random:Uniform channels:XYZ */\n{\n texIndex = lerp(Min,Max,RAND);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId \ : SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n \ uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput * 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput * 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n \ uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n \ maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n \ maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n \ int sourceIndex = eventList[id];\r\n#endif\r\n uint particleIndex = id + currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly (and actually, useless code)\n uint currentSumSpawnCount = 0u;\n for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount += uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n \ if (id < currentSumSpawnCount)\n {\n break;\n \ }\n }\n */\n \n\r\n#endif\r\n float3 position = float3(0,0,0);\n uint seed = (uint)0;\n float3 direction = float3(0,0,1);\n float3 velocity = float3(0,0,0);\n float texIndex = (float)0;\n float scaleX = (float)1;\n float scaleY = (float)1;\n \ float pivotX = (float)0;\n uint particleId = (uint)0;\n float age = (float)0;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n \r\n {\n PositionSphere_31A( /*inout */position, /*inout */seed, /*inout */direction, float3(0,0,0), (float)1, (float)6.283185, (float)0.8634909);\n }\n {\n float3 tmp_z = position * position;\n float tmp_ba = tmp_z[2];\n float tmp_bb = tmp_z[1];\n float tmp_bc = tmp_ba + tmp_bb;\n float tmp_bd = tmp_z[0];\n float tmp_be = tmp_bc + tmp_bd;\n float tmp_bg = pow(tmp_be, (float)0.5);\n float tmp_bh = (float)1 / tmp_bg;\n \ float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n float3 tmp_bj = position * tmp_bi;\n float tmp_bk = tmp_bj[1];\n float tmp_bm = tmp_bj[2];\n float tmp_bn = (float)0 - tmp_bm;\n float tmp_bo = tmp_bj[0];\n float3 tmp_bp = float3(tmp_bn, (float)0, tmp_bo);\n \ float3 tmp_bq = tmp_bp * tmp_bp;\n float tmp_br = tmp_bq[2];\n \ float tmp_bs = tmp_bq[1];\n float tmp_bt = tmp_br + tmp_bs;\n \ float tmp_bu = tmp_bq[0];\n float tmp_bv = tmp_bt + tmp_bu;\n \ float tmp_bw = pow(tmp_bv, (float)0.5);\n float tmp_bx = (float)1 / tmp_bw;\n float3 tmp_by = float3(tmp_bx, tmp_bx, tmp_bx);\n \ float3 tmp_bz = tmp_bp * tmp_by;\n float tmp_ca = tmp_bz[2];\n \ float tmp_cb = tmp_bk * tmp_ca;\n float tmp_cc = tmp_bz[1];\n \ float tmp_cd = tmp_bm * tmp_cc;\n float tmp_ce = tmp_cb - tmp_cd;\n float tmp_cf = tmp_bz[0];\n float tmp_cg = tmp_bm * tmp_cf;\n float tmp_ch = tmp_bo * tmp_ca;\n float tmp_ci = tmp_cg - tmp_ch;\n float tmp_cj = tmp_bo * tmp_cc;\n float tmp_ck = tmp_bk * tmp_cf;\n float tmp_cl = tmp_cj - tmp_ck;\n float3 tmp_cm = float3(tmp_ce, tmp_ci, tmp_cl);\n SetAttribute_595BA547( /*inout */direction, tmp_cm);\n }\n {\n VelocityRandomize_18C( /*inout */velocity, /*inout */direction, /*inout */seed, (float)0.2, (float)1, (float)1);\n }\n {\n SetAttribute_CA100327( /*inout */texIndex, /*inout */seed, (float)0, (float)8);\n }\n \n\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (alive)\r\n {\r\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n \ attributeBuffer.Store3((index * 0x4 + 0xD0) << 2,asuint(direction));\n \ attributeBuffer.Store3((index * 0x4 + 0x1A0) << 2,asuint(velocity));\n \ attributeBuffer.Store((index * 0x1 + 0x270) << 2,asuint(texIndex));\n \ attributeBuffer.Store((index * 0x3 + 0x2A4) << 2,asuint(scaleX));\n \ attributeBuffer.Store((index * 0x3 + 0x2A5) << 2,asuint(scaleY));\n \ attributeBuffer.Store((index * 0x3 + 0x2A6) << 2,asuint(pivotX));\n \ attributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(particleId));\n \ attributeBuffer.Store((index * 0x4 + 0x1A3) << 2,asuint(age));\n \ \n\r\n }\r\n#else\r\n uint index = particleIndex;\r\n \ attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n \ attributeBuffer.Store3((index * 0x4 + 0xD0) << 2,asuint(direction));\n \ attributeBuffer.Store3((index * 0x4 + 0x1A0) << 2,asuint(velocity));\n \ attributeBuffer.Store((index * 0x1 + 0x270) << 2,asuint(texIndex));\n \ attributeBuffer.Store((index * 0x3 + 0x2A4) << 2,asuint(scaleX));\n \ attributeBuffer.Store((index * 0x3 + 0x2A5) << 2,asuint(scaleY));\n \ attributeBuffer.Store((index * 0x3 + 0x2A6) << 2,asuint(pivotX));\n \ attributeBuffer.Store((index * 0x1 + 0x340) << 2,asuint(particleId));\n \ attributeBuffer.Store((index * 0x4 + 0x1A3) << 2,asuint(age));\n \n\r\n#endif\r\n \ }\r\n}\r\n" - compute: 1 name: '[System 1]Update' source: "#pragma kernel CSMain\r\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_MASS_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PARTICLEID_CURRENT 1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE 1\n\n\r\nCBUFFER_START(parameters)\n float4x4 InvFieldTransform_b;\n float4x4 FieldTransform_b;\n float uniform_b;\n \ float deltaTime_a;\n float uniform_f;\n uint PADDING_0;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\nRWStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid Force_1(inout float3 velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative */\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid Turbulence_1(float3 position, inout float3 velocity, float mass, float4x4 InvFieldTransform, float4x4 FieldTransform, float Roughness, float Intensity, float Drag, uint octaves, float deltaTime) /*Mode:Relative */\n{\n float3 vectorFieldCoord = mul(InvFieldTransform, float4(position,1.0f)).xyz;\n \n float3 value = Noise3D(vectorFieldCoord + 0.5f, octaves, Roughness);\n value = mul(FieldTransform,float4(value,0.0f)).xyz * Intensity;\n \n velocity += (value - velocity) * min(1.0f,Drag * deltaTime / mass);\n}\nvoid SetAttribute_E629755(inout float3 velocity, float3 Velocity) /*attribute:velocity Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n{\n velocity = Velocity;\n}\nvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY */\n{\n scaleX = Scale.x;\n scaleY = Scale.y;\n}\nvoid SetAttribute_65DEC946(inout float pivotX, float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:X */\n{\n pivotX = Pivot.x;\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float age, float deltaTime)\n{\n age += deltaTime;\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId \ : SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif (id < nbMax)\r\n\t{\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\t\r\n\t\tif (alive)\r\n\t\t{\r\n\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD0) << 2));\n\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\tfloat mass = (float)1;\n\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\n\r\n\t\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\toldPosition = position;\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t float3 tmp_be = position * position;\n\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t \ float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t \ float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t \ float tmp_bm = (float)1 / tmp_bl;\n\t\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t float3 tmp_bo = position * tmp_bn;\n\t\t\t float tmp_bp = tmp_bo[1];\n\t\t\t float tmp_bq = direction[2];\n\t\t\t float tmp_br = tmp_bp * tmp_bq;\n\t\t\t float tmp_bs = tmp_bo[2];\n\t\t\t float tmp_bt = direction[1];\n\t\t\t float tmp_bu = tmp_bs * tmp_bt;\n\t\t\t float tmp_bv = tmp_br - tmp_bu;\n\t\t\t float tmp_bw = direction[0];\n\t\t\t float tmp_bx = tmp_bs * tmp_bw;\n\t\t\t float tmp_by = tmp_bo[0];\n\t\t\t float tmp_bz = tmp_by * tmp_bq;\n\t\t\t float tmp_ca = tmp_bx - tmp_bz;\n\t\t\t \ float tmp_cb = tmp_by * tmp_bt;\n\t\t\t float tmp_cc = tmp_bp * tmp_bw;\n\t\t\t \ float tmp_cd = tmp_cb - tmp_cc;\n\t\t\t float3 tmp_ce = float3(tmp_bv, tmp_ca, tmp_cd);\n\t\t\t float tmp_cf = (float)particleId;\n\t\t\t float tmp_ch = tmp_cf / (float)2;\n\t\t\t float tmp_ci = floor(tmp_ch);\n\t\t\t \ float tmp_cj = tmp_ch - tmp_ci;\n\t\t\t float tmp_ck = tmp_cj * (float)2;\n\t\t\t \ bool tmp_cm = tmp_ck == (float)0;\n\t\t\t float tmp_cp = tmp_cm ? (float)4 : (float)-4;\n\t\t\t float3 tmp_cq = float3(tmp_cp, tmp_cp, tmp_cp);\n\t\t\t \ float3 tmp_cr = tmp_ce * tmp_cq;\n\t\t\t float tmp_ct = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t float tmp_cu = (float)0.2 + tmp_ct;\n\t\t\t \ float3 tmp_cv = float3(tmp_cu, tmp_cu, tmp_cu);\n\t\t\t float3 tmp_cw = tmp_cr * tmp_cv;\n\t\t\t float3 tmp_cy = position * float3(-1,-1,-1);\n\t\t\t \ float3 tmp_cz = tmp_cw + tmp_cy;\n\t\t\t Force_1( /*inout */velocity, mass, tmp_cz, (float)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t Turbulence_1(position, \ /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b, (float)0.5, (float)1, (float)1, (uint)1, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t float3 tmp_bd = velocity * 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 float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t\t float tmp_bl = min(tmp_bk, uniform_f);\n\t\t\t \ float tmp_bn = min(tmp_bl, (float)1);\n\t\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t float tmp_bp = (float)1 / tmp_bk;\n\t\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t\t float3 tmp_br = velocity * tmp_bq;\n\t\t\t float3 tmp_bs = tmp_bo * tmp_br;\n\t\t\t SetAttribute_E629755( /*inout */velocity, tmp_bs);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_D5151647( /*inout */scaleX, /*inout */scaleY, float2(0.6,1));\n\t\t\t}\n\t\t\t{\n\t\t\t \ SetAttribute_65DEC946( /*inout */pivotX, (float)0.45);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\t\tAge( /*inout */age, deltaTime_a);\n\t\t\t\n\r\n\t\t\tif (alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\t\t\tattributeBuffer.Store3((index * 0x4 + 0x1A0) << 2,asuint(velocity));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x2A4) << 2,asuint(scaleX));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x2A5) << 2,asuint(scaleY));\n\t\t\t\tattributeBuffer.Store((index * 0x3 + 0x2A6) << 2,asuint(pivotX));\n\t\t\t\tattributeBuffer.Store((index * 0x4 + 0x1A3) << 2,asuint(age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n \ uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\t\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex] = index;\r\n\t\t\t}\r\n\t\t}\r\n#else\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tfloat3 direction = asfloat(attributeBuffer.Load3((index * 0x4 + 0xD0) << 2));\n\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\tfloat mass = (float)1;\n\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\toldPosition = position;\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t float3 tmp_be = position * position;\n\t\t \ float tmp_bf = tmp_be[2];\n\t\t float tmp_bg = tmp_be[1];\n\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t float tmp_bi = tmp_be[0];\n\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t \ float tmp_bm = (float)1 / tmp_bl;\n\t\t float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t float3 tmp_bo = position * tmp_bn;\n\t\t float tmp_bp = tmp_bo[1];\n\t\t float tmp_bq = direction[2];\n\t\t float tmp_br = tmp_bp * tmp_bq;\n\t\t float tmp_bs = tmp_bo[2];\n\t\t float tmp_bt = direction[1];\n\t\t float tmp_bu = tmp_bs * tmp_bt;\n\t\t float tmp_bv = tmp_br - tmp_bu;\n\t\t float tmp_bw = direction[0];\n\t\t float tmp_bx = tmp_bs * tmp_bw;\n\t\t float tmp_by = tmp_bo[0];\n\t\t float tmp_bz = tmp_by * tmp_bq;\n\t\t float tmp_ca = tmp_bx - tmp_bz;\n\t\t float tmp_cb = tmp_by * tmp_bt;\n\t\t float tmp_cc = tmp_bp * tmp_bw;\n\t\t float tmp_cd = tmp_cb - tmp_cc;\n\t\t float3 tmp_ce = float3(tmp_bv, tmp_ca, tmp_cd);\n\t\t \ float tmp_cf = (float)particleId;\n\t\t float tmp_ch = tmp_cf / (float)2;\n\t\t \ float tmp_ci = floor(tmp_ch);\n\t\t float tmp_cj = tmp_ch - tmp_ci;\n\t\t \ float tmp_ck = tmp_cj * (float)2;\n\t\t bool tmp_cm = tmp_ck == (float)0;\n\t\t \ float tmp_cp = tmp_cm ? (float)4 : (float)-4;\n\t\t float3 tmp_cq = float3(tmp_cp, tmp_cp, tmp_cp);\n\t\t float3 tmp_cr = tmp_ce * tmp_cq;\n\t\t float tmp_ct = FixedRand(particleId ^ asuint(uniform_b));\n\t\t float tmp_cu = (float)0.2 + tmp_ct;\n\t\t float3 tmp_cv = float3(tmp_cu, tmp_cu, tmp_cu);\n\t\t float3 tmp_cw = tmp_cr * tmp_cv;\n\t\t float3 tmp_cy = position * float3(-1,-1,-1);\n\t\t \ float3 tmp_cz = tmp_cw + tmp_cy;\n\t\t Force_1( /*inout */velocity, mass, tmp_cz, (float)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t Turbulence_1(position, \ /*inout */velocity, mass, InvFieldTransform_b, FieldTransform_b, (float)0.5, (float)1, (float)1, (uint)1, deltaTime_a);\n\t\t}\n\t\t{\n\t\t float3 tmp_bd = velocity * 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 + tmp_bh;\n\t\t float tmp_bk = pow(tmp_bi, (float)0.5);\n\t\t float tmp_bl = min(tmp_bk, uniform_f);\n\t\t \ float tmp_bn = min(tmp_bl, (float)1);\n\t\t float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t float tmp_bp = (float)1 / tmp_bk;\n\t\t float3 tmp_bq = float3(tmp_bp, tmp_bp, tmp_bp);\n\t\t float3 tmp_br = velocity * tmp_bq;\n\t\t float3 tmp_bs = tmp_bo * tmp_br;\n\t\t SetAttribute_E629755( /*inout */velocity, tmp_bs);\n\t\t}\n\t\t{\n\t\t SetAttribute_D5151647( /*inout */scaleX, /*inout */scaleY, float2(0.6,1));\n\t\t}\n\t\t{\n\t\t SetAttribute_65DEC946( /*inout */pivotX, (float)0.45);\n\t\t}\n\t\tEulerIntegration( /*inout */position, velocity, deltaTime_a);\n\t\tAge( /*inout */age, deltaTime_a);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(position));\n\t\tattributeBuffer.Store3((index * 0x4 + 0x1A0) << 2,asuint(velocity));\n\t\tattributeBuffer.Store((index * 0x3 + 0x2A4) << 2,asuint(scaleX));\n\t\tattributeBuffer.Store((index * 0x3 + 0x2A5) << 2,asuint(scaleY));\n\t\tattributeBuffer.Store((index * 0x3 + 0x2A6) << 2,asuint(pivotX));\n\t\tattributeBuffer.Store((index * 0x4 + 0x1A3) << 2,asuint(age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex] = index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]C Body' source: "Shader \"Hidden/VFX/System 1/(C) Body\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite Off\n\t\tCull Back\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float uniform_b;\n\t\t \ uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D mainTexture;\n\t\tSamplerState samplermainTexture;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#define IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\t\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\" }\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_COLOR_INTERPOLATOR\n\t\t\t\tnointerpolation float4 color : COLOR0;\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t\t\tfloat3 posWS : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\tstruct ps_output\n\t\t\t{\n\t\t\t\tfloat4 color : SV_Target0;\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_COLOR color.rgb\n\t\t#define VFX_VARYING_ALPHA color.a\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#if VFX_NEEDS_POSWS_INTERPOLATOR\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t#endif\n\t\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_D5151647(inout float scaleX, inout float scaleY, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XY */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleY = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_65DEC946(inout float pivotX, float Pivot) /*attribute:pivot Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t pivotX = Pivot.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_FDD06EC7(inout float3 color, float3 Color) /*attribute:color Composition:Overwrite Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = Color;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\tstruct vs_input\n\t\t\t{\n\t\t\t\tfloat3 pos : POSITION;\n\t\t\t\tfloat2 uv : TEXCOORD0;\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat3 normal : NORMAL;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\tfloat4 tangent : TANGENT;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(vs_input i, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = instanceID;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bc = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_be = tmp_bc * tmp_bc;\n\t\t\t\t float tmp_bf = tmp_be[2];\n\t\t\t\t float tmp_bg = tmp_be[1];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float tmp_bi = tmp_be[0];\n\t\t\t\t float tmp_bj = tmp_bh + tmp_bi;\n\t\t\t\t float tmp_bl = pow(tmp_bj, (float)0.5);\n\t\t\t\t float tmp_bm = (float)1 / tmp_bl;\n\t\t\t\t \ float3 tmp_bn = float3(tmp_bm, tmp_bm, tmp_bm);\n\t\t\t\t float3 tmp_bo = tmp_bc * tmp_bn;\n\t\t\t\t float tmp_bp = tmp_bo[2];\n\t\t\t\t float tmp_bq = (float)0 - tmp_bp;\n\t\t\t\t float tmp_br = tmp_bo[0];\n\t\t\t\t \ float3 tmp_bs = float3(tmp_bq, (float)0, tmp_br);\n\t\t\t\t float3 tmp_bt = tmp_bs * tmp_bs;\n\t\t\t\t float tmp_bu = tmp_bt[2];\n\t\t\t\t float tmp_bv = tmp_bt[1];\n\t\t\t\t float tmp_bw = tmp_bu + tmp_bv;\n\t\t\t\t float tmp_bx = tmp_bt[0];\n\t\t\t\t float tmp_by = tmp_bw + tmp_bx;\n\t\t\t\t float tmp_bz = pow(tmp_by, (float)0.5);\n\t\t\t\t float tmp_ca = (float)1 / tmp_bz;\n\t\t\t\t \ float3 tmp_cb = float3(tmp_ca, tmp_ca, tmp_ca);\n\t\t\t\t float3 tmp_cc = tmp_bs * tmp_cb;\n\t\t\t\t float3 tmp_ce = tmp_bo + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cf = tmp_ce * tmp_ce;\n\t\t\t\t float tmp_cg = tmp_cf[2];\n\t\t\t\t \ float tmp_ch = tmp_cf[1];\n\t\t\t\t float tmp_ci = tmp_cg + tmp_ch;\n\t\t\t\t \ float tmp_cj = tmp_cf[0];\n\t\t\t\t float tmp_ck = tmp_ci + tmp_cj;\n\t\t\t\t \ float tmp_cl = pow(tmp_ck, (float)0.5);\n\t\t\t\t float tmp_cm = (float)1 / tmp_cl;\n\t\t\t\t float3 tmp_cn = float3(tmp_cm, tmp_cm, tmp_cm);\n\t\t\t\t \ float3 tmp_co = tmp_ce * tmp_cn;\n\t\t\t\t float3 tmp_cp = tmp_co * tmp_co;\n\t\t\t\t \ float tmp_cq = tmp_cp[2];\n\t\t\t\t float tmp_cr = tmp_cp[1];\n\t\t\t\t \ float tmp_cs = tmp_cq + tmp_cr;\n\t\t\t\t float tmp_ct = tmp_cp[0];\n\t\t\t\t \ float tmp_cu = tmp_cs + tmp_ct;\n\t\t\t\t float tmp_cv = pow(tmp_cu, (float)0.5);\n\t\t\t\t float tmp_cw = (float)1 / tmp_cv;\n\t\t\t\t float3 tmp_cx = float3(tmp_cw, tmp_cw, tmp_cw);\n\t\t\t\t float3 tmp_cy = tmp_co * tmp_cx;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cc, tmp_cy);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151647( /*inout */scaleX, /*inout */scaleY, float2(1,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_65DEC946( /*inout */pivotX, (float)0);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_bc = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_be = tmp_bc * (float)4;\n\t\t\t\t float tmp_bf = (float)-2 + tmp_be;\n\t\t\t\t \ float tmp_bg = age + tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bc * (float)18;\n\t\t\t\t \ float tmp_bk = (float)22 + tmp_bj;\n\t\t\t\t float tmp_bl = tmp_bg * tmp_bk;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-0.72;\n\t\t\t\t float tmp_bo = sin(tmp_bn);\n\t\t\t\t float tmp_bq = tmp_bo * (float)0.024;\n\t\t\t\t \ float3 tmp_br = float3(tmp_bq, tmp_bq, tmp_bq);\n\t\t\t\t float3 tmp_bs = float3(0,1,0) * tmp_br;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bs);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_FDD06EC7( /*inout */color, float3(0.12,0.12,0.12));\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\to.VFX_VARYING_UV.xy = i.uv;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(i.pos,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL // TODO Should use inverse transpose\n\t\t\t\to.VFX_VARYING_NORMAL = normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.normal)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = float4(normalize(TransformDirectionVFXToWorld(mul((float3x3)elementToVFX,i.tangent.xyz))),i.tangent.w);\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#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\r\n\t\t\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]A Left Wing' source: "Shader \"Hidden/VFX/System 1/(A) Left Wing\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t \ float uniform_b;\n\t\t float Angle_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#define IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthOnly\" }\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#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 ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 normal : TEXCOORD2; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_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#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t \ float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t \ float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bn = sin(tmp_bm);\n\t\t\t\t float tmp_bp = tmp_bn - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t#ifdef WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\toutColor = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\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 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 || 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\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\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\tnointerpolation 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\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\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#define VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t \ float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t \ float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bn = sin(tmp_bm);\n\t\t\t\t float tmp_bp = tmp_bn - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (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 smoothness = (float)0.3968326;\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\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 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 \ \n\t\t\t\t\t\t\t\t\t thickness = (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\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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE = normalScale;\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 HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE = emissiveScale;\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#ifdef VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\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 HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\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\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\" }\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\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 || 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\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\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\tnointerpolation 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\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal : TEXCOORD3;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation float3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t};\n\t\t\t\n\t\t\n\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#define VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t \ float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t \ float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bn = sin(tmp_bm);\n\t\t\t\t float tmp_bp = tmp_bn - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (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 smoothness = (float)0.3968326;\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\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 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 \ \n\t\t\t\t\t\t\t\t\t thickness = (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\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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE = normalScale;\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 HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE = emissiveScale;\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#ifdef VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\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 HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\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\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\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\"=\"ShadowCaster\" }\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#pragma target 4.5\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#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_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 !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t \ float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t \ float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bn = sin(tmp_bm);\n\t\t\t\t float tmp_bp = tmp_bn - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bu);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 0 name: '[System 1]B Right Wing' source: "Shader \"Hidden/VFX/System 1/(B) Right Wing\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"AlphaTest\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#include \"HLSLSupport.cginc\"\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_VELOCITY_CURRENT 1\n\t\t#define VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PARTICLEID_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT 1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_ALPHA_TEST 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define USE_DOUBLE_SIDED 1\n\t\t\n\t\t\n\t\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float uniform_b;\n\t\t float Angle_d;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\tTexture2D baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#define IS_TRANSPARENT_PARTICLE (!IS_OPAQUE_PARTICLE)\n\t\t\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXGlobalDefines.cginc\"\n\t\t\n\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthOnly\" }\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#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 ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t// w: smoothness\n\t\t\t\tnointerpolation float4 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t\tfloat4 normal : TEXCOORD2; // normal scale is stored in w\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tfloat3 tangent : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_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#ifdef WRITE_NORMAL_BUFFER\n\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t#if USE_NORMAL_MAP\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#endif\n\t\t\n\t\t\n\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_be = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bg = tmp_be * (float)4;\n\t\t\t\t \ float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t float tmp_bi = age + tmp_bh;\n\t\t\t\t \ float tmp_bl = tmp_be * (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bo = sin(tmp_bn);\n\t\t\t\t float tmp_bp = tmp_bo - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t float tmp_bv = (float)-1 * tmp_bu;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t#ifdef WRITE_NORMAL_BUFFER\n\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t#else\n\t\t\t, out float4 outColor : SV_Target\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t#ifdef WRITE_NORMAL_BUFFER\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t#else\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t#ifdef SCENESELECTIONPASS\n\t\t\t\t// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\toutColor = float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t#else\n\t\t\t\toutColor = (float4)0;\n\t\t#endif\n\t\t#endif\t\t\n\t\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 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 || 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\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\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\tnointerpolation 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\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation float3 tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\t\n\t\t\n\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#define VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_be = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bg = tmp_be * (float)4;\n\t\t\t\t \ float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t float tmp_bi = age + tmp_bh;\n\t\t\t\t \ float tmp_bl = tmp_be * (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bo = sin(tmp_bn);\n\t\t\t\t float tmp_bp = tmp_bo - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t float tmp_bv = (float)-1 * tmp_bu;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (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 smoothness = (float)0.3;\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\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 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 \ \n\t\t\t\t\t\t\t\t\t thickness = (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\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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE = normalScale;\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 HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE = emissiveScale;\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#ifdef VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\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 HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\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\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_GBUFFER\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"Forward\" }\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define _ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t\n\n\t\t\t#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma enable_d3d11_debug_symbols\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 || 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\t\n\t\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\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\tnointerpolation 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\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t// z: frame blending factor\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation float3 normal : TEXCOORD3;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t\t\tnointerpolation float3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\tfloat3 posWS : TEXCOORD6;\n\t\t\t};\n\t\t\t\n\t\t\n\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#define VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define VFX_VARYING_EMISSIVE emissiveColor\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.z\n\t\t#define VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_TANGENT tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_be = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bg = tmp_be * (float)4;\n\t\t\t\t \ float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t float tmp_bi = age + tmp_bh;\n\t\t\t\t \ float tmp_bl = tmp_be * (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bo = sin(tmp_bn);\n\t\t\t\t float tmp_bp = tmp_bo - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t float tmp_bv = (float)-1 * tmp_bu;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat smoothness = (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 smoothness = (float)0.3;\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\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 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 \ \n\t\t\t\t\t\t\t\t\t thickness = (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\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\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE = normalScale;\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 HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE = emissiveScale;\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#ifdef VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\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 HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\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\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, 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 diffusionProfile = (uint)0;\n\t\t\t\t{\n\t\t\t\t \ \n\t\t\t\t diffusionProfile = (uint)3;\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 diffusionProfile = 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 alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfile,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t#if HDRP_MATERIAL_TYPE_SIMPLE\n\t\t\t\tpreLightData = SimpleGetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#else\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t#endif\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV = 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF = 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i, out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\t\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData = GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_TANGENT) && (USE_NORMAL_MAP || USE_NORMAL_BENDING)\n\t\t\t\t\t\t\tfloat3 tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.x * i.VFX_VARYING_BENTFACTORS.y * i.VFX_VARYING_BENTFACTORS.y));\n\t\t\t\t\t\t\tnormalWS = normalize(tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z);\n\t\t\t\t\t\t\ttangentWS = normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS *= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\tfloat normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale = i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS = normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\toutColor = VFXGetPixelOutputForward(i,normalWS,uvData);\n\t\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\"=\"ShadowCaster\" }\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#pragma target 4.5\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#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\tnointerpolation float3 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_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 !(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ, float3 Front, float3 Up) /*mode:FixedOrientation */\n\t\t\t{\n\t\t\t \n\t\t\t axisZ = Front;\n\t\t\t axisX = normalize(cross(Up,axisZ));\n\t\t\t axisY = cross(axisZ,axisX);\n\t\t\t \ \n\t\t\t}\n\t\t\tvoid SetAttribute_C707D62A(inout float3 position, float3 Position) /*attribute:position Composition:Add Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t position += Position;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF8(inout float angleY, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:Y */\n\t\t\t{\n\t\t\t angleY = Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_48A7BEF9(inout float angleX, float Angle) /*attribute:angle Composition:Overwrite Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX = Angle.x;\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 2) + instanceID * 2048;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\t\tif (index >= asuint(nbMax) - deadListCount.Load(0))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tif (index >= asuint(nbMax))\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\t\tfloat3 velocity = asfloat(attributeBuffer.Load3((index * 0x4 + 0x1A0) << 2));\n\t\t\t\t\t\t\tfloat texIndex = asfloat(attributeBuffer.Load((index * 0x1 + 0x270) << 2));\n\t\t\t\t\t\t\tfloat scaleX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A4) << 2));\n\t\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A5) << 2));\n\t\t\t\t\t\t\tfloat pivotX = asfloat(attributeBuffer.Load((index * 0x3 + 0x2A6) << 2));\n\t\t\t\t\t\t\tuint particleId = (attributeBuffer.Load((index * 0x1 + 0x340) << 2));\n\t\t\t\t\t\t\tfloat3 color = float3(1,1,1);\n\t\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\t\tfloat angleX = (float)0;\n\t\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\t\tfloat angleZ = (float)0;\n\t\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\tfloat age = asfloat(attributeBuffer.Load((index * 0x4 + 0x1A3) << 2));\n\t\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 \ float3 tmp_bd = velocity * float3(1,0,1);\n\t\t\t\t float3 tmp_bf = tmp_bd * tmp_bd;\n\t\t\t\t float tmp_bg = tmp_bf[2];\n\t\t\t\t float tmp_bh = tmp_bf[1];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bf[0];\n\t\t\t\t float tmp_bk = tmp_bi + tmp_bj;\n\t\t\t\t float tmp_bm = pow(tmp_bk, (float)0.5);\n\t\t\t\t float tmp_bn = (float)1 / tmp_bm;\n\t\t\t\t \ float3 tmp_bo = float3(tmp_bn, tmp_bn, tmp_bn);\n\t\t\t\t float3 tmp_bp = tmp_bd * tmp_bo;\n\t\t\t\t float tmp_bq = tmp_bp[2];\n\t\t\t\t float tmp_br = (float)0 - tmp_bq;\n\t\t\t\t float tmp_bs = tmp_bp[0];\n\t\t\t\t \ float3 tmp_bt = float3(tmp_br, (float)0, tmp_bs);\n\t\t\t\t float3 tmp_bu = tmp_bt * tmp_bt;\n\t\t\t\t float tmp_bv = tmp_bu[2];\n\t\t\t\t float tmp_bw = tmp_bu[1];\n\t\t\t\t float tmp_bx = tmp_bv + tmp_bw;\n\t\t\t\t float tmp_by = tmp_bu[0];\n\t\t\t\t float tmp_bz = tmp_bx + tmp_by;\n\t\t\t\t float tmp_ca = pow(tmp_bz, (float)0.5);\n\t\t\t\t float tmp_cb = (float)1 / tmp_ca;\n\t\t\t\t \ float3 tmp_cc = float3(tmp_cb, tmp_cb, tmp_cb);\n\t\t\t\t float3 tmp_cd = tmp_bt * tmp_cc;\n\t\t\t\t float3 tmp_cf = tmp_bp + float3(0,0.8,0);\n\t\t\t\t \ float3 tmp_cg = tmp_cf * tmp_cf;\n\t\t\t\t float tmp_ch = tmp_cg[2];\n\t\t\t\t \ float tmp_ci = tmp_cg[1];\n\t\t\t\t float tmp_cj = tmp_ch + tmp_ci;\n\t\t\t\t \ float tmp_ck = tmp_cg[0];\n\t\t\t\t float tmp_cl = tmp_cj + tmp_ck;\n\t\t\t\t \ float tmp_cm = pow(tmp_cl, (float)0.5);\n\t\t\t\t float tmp_cn = (float)1 / tmp_cm;\n\t\t\t\t float3 tmp_co = float3(tmp_cn, tmp_cn, tmp_cn);\n\t\t\t\t \ float3 tmp_cp = tmp_cf * tmp_co;\n\t\t\t\t float3 tmp_cq = tmp_cp * tmp_cp;\n\t\t\t\t \ float tmp_cr = tmp_cq[2];\n\t\t\t\t float tmp_cs = tmp_cq[1];\n\t\t\t\t \ float tmp_ct = tmp_cr + tmp_cs;\n\t\t\t\t float tmp_cu = tmp_cq[0];\n\t\t\t\t \ float tmp_cv = tmp_ct + tmp_cu;\n\t\t\t\t float tmp_cw = pow(tmp_cv, (float)0.5);\n\t\t\t\t float tmp_cx = (float)1 / tmp_cw;\n\t\t\t\t float3 tmp_cy = float3(tmp_cx, tmp_cx, tmp_cx);\n\t\t\t\t float3 tmp_cz = tmp_cp * tmp_cy;\n\t\t\t\t Orient_4( /*inout */axisX, /*inout */axisY, /*inout */axisZ, tmp_cd, tmp_cz);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_bd = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bf = tmp_bd * (float)4;\n\t\t\t\t float tmp_bg = (float)-2 + tmp_bf;\n\t\t\t\t float tmp_bh = age + tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bd * (float)18;\n\t\t\t\t \ float tmp_bl = (float)22 + tmp_bk;\n\t\t\t\t float tmp_bm = tmp_bh * tmp_bl;\n\t\t\t\t float tmp_bo = tmp_bm + (float)-0.72;\n\t\t\t\t float tmp_bp = sin(tmp_bo);\n\t\t\t\t float tmp_br = tmp_bp * (float)0.024;\n\t\t\t\t \ float3 tmp_bs = float3(tmp_br, tmp_br, tmp_br);\n\t\t\t\t float3 tmp_bt = float3(0,1,0) * tmp_bs;\n\t\t\t\t SetAttribute_C707D62A( /*inout */position, tmp_bt);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_be = FixedRand(particleId ^ asuint(uniform_b));\n\t\t\t\t float tmp_bg = tmp_be * (float)4;\n\t\t\t\t \ float tmp_bh = (float)-2 + tmp_bg;\n\t\t\t\t float tmp_bi = age + tmp_bh;\n\t\t\t\t \ float tmp_bl = tmp_be * (float)18;\n\t\t\t\t float tmp_bm = (float)22 + tmp_bl;\n\t\t\t\t float tmp_bn = tmp_bi * tmp_bm;\n\t\t\t\t float tmp_bo = sin(tmp_bn);\n\t\t\t\t float tmp_bp = tmp_bo - (float)-1;\n\t\t\t\t float tmp_br = tmp_bp / (float)2;\n\t\t\t\t float tmp_bt = tmp_br * (float)120;\n\t\t\t\t \ float tmp_bu = (float)20 + tmp_bt;\n\t\t\t\t float tmp_bv = (float)-1 * tmp_bu;\n\t\t\t\t SetAttribute_48A7BEF8( /*inout */angleY, tmp_bv);\n\t\t\t\t}\n\t\t\t\tSetAttribute_48A7BEF9( /*inout */angleX, Angle_d);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_UV.x = float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tconst float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t\tconst float4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,float3(angleX,angleY,angleZ),float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\tconst float3 vPos = mul(elementToVFX,float4(vOffsets,0.0f,1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z) < 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_BENTFACTORS\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_BENTFACTORS = vOffsets * bentNormalFactor;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\tfloat alphaThreshold = (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t alphaThreshold = (float)0.4;\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 USE_FLIPBOOK\n\t\t\t\t\t\tfloat2 flipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \ \n\t\t\t\t\t\t flipBookSize = float2(8,1);\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\tfloat2 invFlipBookSize = (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t \ invFlipBookSize = float2(0.125,1);\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\tVFXUVData uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND = uvData.blend;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat frag(ps_input i) : SV_TARGET\n\t\t\t{\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\t\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t}\r\n}\r\n" - compute: 1 name: '[System 1]CameraSort' source: "#pragma kernel CSMain\r\n#include \"HLSLSupport.cginc\"\n#define NB_THREADS_PER_GROUP 64\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n\n\r\nCBUFFER_START(parameters)\n \ float4x4 localToWorld;\nCBUFFER_END\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.cginc\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\n\r\n\r\nCBUFFER_START(params)\r\n \ uint nbMax;\r\n uint dispatchWidth;\r\nCBUFFER_END\r\n\r\nCBUFFER_START(cameraParams)\r\n \ float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index = inputBuffer[id];\r\n\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3 wPos = position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index = index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n" m_Infos: m_Expressions: m_Expressions: - op: 1 valueIndex: 0 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 1 valueIndex: 3 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 4 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 1 valueIndex: 5 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 3 - op: 1 valueIndex: 8 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: 1 - op: 8 valueIndex: 9 data[0]: -1 data[1]: -1 data[2]: -1 data[3]: -1 - op: 1 valueIndex: 10 data[0]: -1 data[1]: -1 data[2]: -1 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