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uint Seed) /*attribute:scale Composition:Overwrite AlphaComposition:Overwrite SampleMode:RandomConstantPerParticle Mode:PerComponent ColorMode:ColorAndAlpha channels:Y */\n{\n float t = FIXED_RAND(Seed);\n float value = 0.0f;\n value = SampleCurve(Scale, t);\n scaleY = value.x;\n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), 1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex), -1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex = stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex) + relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId : 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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\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n attributes.position = float3(0, 0, 0);\n attributes.particleId = (uint)0;\n attributes.color = float3(1, 1, 1);\n attributes.angleX = (float)0;\n attributes.seed = (uint)0;\n attributes.angleZ = (float)0;\n attributes.scaleY = (float)1;\n attributes.scaleX = (float)1;\n attributes.scaleZ = (float)1;\n \n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^ systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex = id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex, STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex, PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes, stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random with strip\r\n#endif\r\n \r\n {\n AttributeFromMap_6F6C36D5( /*inout */attributes.position, attributes.particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)0, float3(-0.5, 0, -3.20000005), float3(1, 1, 1));\n }\n {\n AttributeFromMap_9AACC55( /*inout */attributes.color, attributes.particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), (uint)0, float3(0, 0, 0), float3(1, 1, 1));\n }\n {\n SetAttribute_48A7C213( /*inout */attributes.angleX, /*inout */attributes.seed, (float)-45, (float)45);\n }\n {\n SetAttribute_48A7C211( /*inout */attributes.angleZ, /*inout */attributes.seed, (float)-45, (float)45);\n }\n {\n AttributeFromCurve_5E96E8EC( /*inout */attributes.scaleY, attributes.particleId, Scale_e, (uint)0);\n }\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t uint deadIndex = deadListIn.DecrementCounter();\r\n uint index = deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n attributeBuffer.Store3((index * 0x8 + 0x9D00) << 2,asuint(attributes.color));\n attributeBuffer.Store((index * 0x8 + 0x9D03) << 2,asuint(attributes.angleX));\n attributeBuffer.Store((index * 0x8 + 0x9D04) << 2,asuint(attributes.angleZ));\n attributeBuffer.Store((index * 0x8 + 0x9D05) << 2,asuint(attributes.scaleY));\n attributeBuffer.Store((index * 0x8 + 0x9D06) << 2,asuint(attributes.scaleX));\n attributeBuffer.Store((index * 0x8 + 0x9D07) << 2,asuint(attributes.scaleZ));\n \n\r\n }\r\n }\r\n}\r\n" - compute: 0 name: '[System 1]Output Particle Lit Cube' source: "Shader \"Hidden/VFX/MorphingFace/System 1/Output Particle Lit Cube\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull Back\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Geometry+0\" \"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\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\n\t\t#define NB_THREADS_PER_GROUP 64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION (2)\n\t\t#define VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_SCALEY_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_ANGLEY_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_OPAQUE_PARTICLE 1\n\t\t#define USE_MOTION_VECTORS_PASS 1\n\t\t#define USE_CAST_SHADOWS_PASS 1\n\t\t#define HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_STANDARD 1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE 1\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\t\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t float uniform_b;\n\t\t float currentFrameIndex;\n\t\t uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t float3 position;\n\t\t float3 color;\n\t\t float angleX;\n\t\t float angleZ;\n\t\t float scaleY;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleY;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t float pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleZ;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\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#if HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\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\t#if HAS_STRIPS\n\t\tBuffer stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer elementToVFXBufferPrevious;\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\t// Helper macros to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i) unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t scaleZ = lerp(scaleZ,Scale.z,Blend);\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\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb = tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be = tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.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\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\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 || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#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\n\t\t\t\t\n\t\t\t\t#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE = uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX = attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn (float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Depth pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"DepthForwardOnly\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t scaleZ = lerp(scaleZ,Scale.z,Blend);\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\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb = tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be = tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.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\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\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 || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#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\n\t\t\t\t\n\t\t\t\t#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE = uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX = attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn (float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"MotionVectors\" }\n\t\t\t\n\t\t\tStencil\n\t\t\t{\n\t\t\t WriteMask 176\n\t\t\t Ref 160\n\t\t\t Comp Always\n\t\t\t Pass Replace\n\t\t\t}\n\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#pragma target 4.5\n\t\t\t\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_ALPHA_TEST || VFX_USE_ALPHA_CURRENT\n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious : TEXCOORD2;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t#undef VFX_USE_RIM_LIGHT\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t scaleZ = lerp(scaleZ,Scale.z,Blend);\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\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb = tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be = tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.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\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\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 || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#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\n\t\t\t\t\n\t\t\t\t#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE = uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX = attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\t#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2 velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) - (i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4 encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\treturn encodedMotionVector;\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\treturn float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\treturn (float4)0;\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Forward pass\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\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP || HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tstruct ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if (VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 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\tVFX_OPTIONAL_INTERPOLATION float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST\n\t\t\t\t// x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 offsets : TEXCOORD3;\n\t\t\t\tnointerpolation float3 rotX : TEXCOORD4;\n\t\t\t\tnointerpolation float3 rotY : TEXCOORD5;\t\t\n\t\t\t\t\n\t\t\t\t#if HDRP_NEEDS_UVS\n\t\t\t\tnointerpolation uint faceID : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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\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.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\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_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define VFX_VARYING_ROTX rotX\n\t\t#define VFX_VARYING_ROTY rotY\n\t\t#if HDRP_NEEDS_UVS\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t#endif\n\t\t\t\t\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t scaleZ = lerp(scaleZ,Scale.z,Blend);\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\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb = tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be = tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.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\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\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 || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#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\n\t\t\t\t\n\t\t\t\t#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE = uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX = attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\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#ifndef VFX_SHADERGRAPH\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)0.699999988;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t\t\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t\t\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t\t\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t\t\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t\t\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t\t\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t\t\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t\t\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t\t\t\t\t\t float tmp_bo = max(tmp_bn, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bp = min(tmp_bo, (float)1);\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t metallic = tmp_bp;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_THICKNESS\n\t\t\t\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 = attributes.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#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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t#define SHADERPASS SHADERPASS_GBUFFER\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef VFX_SHADERGRAPH\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\t // Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash = 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4 posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\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,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#endif\n\t\t\t\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\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\tvoid frag(ps_input i, OUTPUT_GBUFFER(outGBuffer)\n\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool frontFace : SV_IsFrontFace\n\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t#if !USE_DOUBLE_SIDED\t\n\t\t\t\tconst bool frontFace = true;\n\t\t#endif\n\t\t\t\tconst float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\n\t\t\t\tfloat3 normalWS;\n\t\t\t\tconst VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));\n\t\t\t\t\n\t\t\t\t#if USE_NORMAL_MAP\n\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\tnormalWS = VFXCubeTransformNormalTS(i,n,frontFace);\n\t\t\t\tnormalWS = lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);\n\t\t\t\t#else\n\t\t\t\tnormalWS = VFXCubeGetLocalNormal(i) * faceMul;\n\t\t\t\t#endif\n\t\t\t\tnormalWS = VFXCubeTransformNormalWS(i,normalWS);\n\t\t\t\tnormalWS = normalize(normalWS);\n\t\t\n\t\t\t\tVFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer);\n\t\t\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t// Shadow pass\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#if !USE_ALPHA_TEST && IS_TRANSPARENT_PARTICLE\n\t\t\t#define USE_ALPHA_TEST 1\n\t\t\t#endif\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\tfloat3 offsets : TEXCOORD0;\n\t\t\t\t\n\t\t\t\t#if VFX_USE_ALPHA_CURRENT || USE_ALPHA_TEST \n\t\t\t\t// x: alpha\n\t\t\t\t// y: alpha threshold\n\t\t\t\tnointerpolation float2 builtInInterpolants : TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tnointerpolation uint faceID : TEXCOORD2;\n\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\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#if USE_ALPHA_TEST\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#endif\n\t\t#define VFX_VARYING_OFFSETS offsets\n\t\t#define VFX_VARYING_FACEID faceID\n\t\t\n\t\t\n\t\t\n\t\t #define SHADERPASS SHADERPASS_SHADOWS\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 must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n\t\t\t{\n\t\t\t scaleX = Scale.x;\n\t\t\t scaleZ = Scale.y;\n\t\t\t}\n\t\t\tvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color *= Color;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n\t\t\t{\n\t\t\t angleX *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n\t\t\t{\n\t\t\t angleZ *= Angle.x;\n\t\t\t}\n\t\t\tvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t color = lerp(color,Color,Blend);\n\t\t\t}\n\t\t\tvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t scaleX = lerp(scaleX,Scale.x,Blend);\n\t\t\t scaleY = lerp(scaleY,Scale.y,Blend);\n\t\t\t scaleZ = lerp(scaleZ,Scale.z,Blend);\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\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i) * 1024;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif (index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn; // cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex = indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if !HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\n\t\t\t\t\t\tattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\n\t\t\t\t\t\tattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\n\t\t\t\t\t\tattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D06) << 2));\n\t\t\t\t\t\tattributes.scaleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D07) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t// Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index, attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t SetAttribute_D5151640( /*inout */attributes.scaleX, /*inout */attributes.scaleZ, float2(0.5, 0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_v = attributes.color[0];\n\t\t\t\t float tmp_w = attributes.color[1];\n\t\t\t\t float tmp_x = attributes.color[2];\n\t\t\t\t float4 tmp_z = float4(tmp_v, tmp_w, tmp_x, (float)1);\n\t\t\t\t float4 tmp_bb = tmp_z * float4(0.298999995, 0.587000012, 0.114, 0);\n\t\t\t\t float tmp_bc = tmp_bb[3];\n\t\t\t\t float tmp_bd = tmp_bb[2];\n\t\t\t\t float tmp_be = tmp_bc + tmp_bd;\n\t\t\t\t float tmp_bf = tmp_bb[1];\n\t\t\t\t float tmp_bg = tmp_be + tmp_bf;\n\t\t\t\t float tmp_bh = tmp_bb[0];\n\t\t\t\t float tmp_bi = tmp_bg + tmp_bh;\n\t\t\t\t float3 tmp_bj = float3(tmp_bi, tmp_bi, tmp_bi);\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bj);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_x = attributes.position[1];\n\t\t\t\t float tmp_y = tmp_x - uniform_b;\n\t\t\t\t float tmp_z = abs(tmp_y);\n\t\t\t\t float tmp_bb = tmp_z - (float)1;\n\t\t\t\t float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t float tmp_bl = tmp_bk * (float)2;\n\t\t\t\t float tmp_bn = tmp_bl + (float)-1;\n\t\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */attributes.color, float3(0.303435922, 0.396226406, 0.274741888), tmp_bo);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t float tmp_z = attributes.position[1];\n\t\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t\t float tmp_bc = tmp_bb - (float)1;\n\t\t\t\t float tmp_be = tmp_bc / (float)6;\n\t\t\t\t float tmp_bg = max(tmp_be, (float)0);\n\t\t\t\t float tmp_bh = min(tmp_bg, (float)1);\n\t\t\t\t float tmp_bi = (float)2 * tmp_bh;\n\t\t\t\t float tmp_bj = (float)3 - tmp_bi;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bh;\n\t\t\t\t float tmp_bl = tmp_bk * tmp_bh;\n\t\t\t\t float tmp_bm = (float)1 - tmp_bl;\n\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */attributes.scaleX, /*inout */attributes.scaleY, /*inout */attributes.scaleZ, float3(1, 1, 1), tmp_bo);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 2) >> 1);\n\t\t\t\toffsets.z = float((id & 6) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.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 *= attributes.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 *= attributes.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\tfloat3x3 rot = GetEulerMatrix(radians(float3(attributes.angleX,attributes.angleY,attributes.angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\trot,\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\n\t\t\t\tfloat3 inputVertexPosition = offsets;\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,1.0f)).xyz;\n\t\t\t\tfloat3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t#ifdef VFX_VARYING_POSWS\n\t\t\t\to.VFX_VARYING_POSWS = vPosWS;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\to.VFX_VARYING_OFFSETS = offsets * 2.0f;\n\t\t\t#endif\n\t\t\t#ifdef VFX_VARYING_FACEID\n\t\t\t\to.VFX_VARYING_FACEID = (id & 7) % 5;\n\t\t\t#endif\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\trot = mul(transpose(float3x3(attributes.axisX,attributes.axisY,attributes.axisZ)),rot);\n\t\t\t#ifdef VFX_LOCAL_SPACE \n\t\t\t\trot = mul((float3x3)VFXGetObjectToWorldMatrix(),rot);\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_ROTX = rot[0];\n\t\t\t\to.VFX_VARYING_ROTY = rot[1];\n\t\t\t#endif\n\t\t\t\to.VFX_VARYING_POSCS = VFXTransformPositionWorldToClip(vPosWS);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4 previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] = float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor (int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol] = asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif (asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3 oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS = TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\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#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = attributes.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 = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT = exposureWeight;\n\t\t\t\t\t\t#endif\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 || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH || !HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && 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\t#if defined (VFX_VARYING_UV)\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#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\n\t\t\t\t\n\t\t\t\t#if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) && defined(VFX_VARYING_UV_BIAS)\n\t\t\t\to.VFX_VARYING_UV_SCALE = uvScale;\n\t\t\t\to.VFX_VARYING_UV_BIAS = uvBias;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\to.VFX_VARYING_TEXINDEX = attributes.texIndex;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if defined(VFX_VARYING_FLIPBOOKSIZE) && defined(VFX_VARYING_INVFLIPBOOKSIZE)\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#ifdef VFX_VARYING_TEXINDEX\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE = motionVectorScale * invFlipBookSize;\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\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#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\tfloat3 VFXCubeGetLocalNormal(VFX_VARYING_PS_INPUTS i)\n\t\t\t{\n\t\t\t#ifdef VFX_VARYING_OFFSETS\n\t\t\t\t//float3 s = i.VFX_VARYING_OFFSETS > 0 ? 1.0f : -1.0f;\n\t\t\t\t//return s * (step(1.0f,s * i.VFX_VARYING_OFFSETS + 1e-5));\n\t\t\t\treturn int3(i.VFX_VARYING_OFFSETS * 1.00001f); // cast uses round_z\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(float3 faceNormal,float3 normal)\n\t\t\t{\n\t\t\t\tfloat3x3 tbn = float3x3(faceNormal.zyx,faceNormal.xzy,faceNormal.xyz);\n\t\t\t\treturn mul(tbn,normal);\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalTS(VFX_VARYING_PS_INPUTS i,float3 normal,bool frontFace = true)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat3x3 tbn;\n\t\t\t\tfloat3 faceNormal = VFXCubeGetLocalNormal(i);\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\ttbn = float3x3(-faceNormal.zxy,faceNormal.yzx * faceNormal.yzx,faceNormal.xyz);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\ttbn = float3x3(faceNormal.yxz, faceNormal.xzy, float3(0, 1, 0));\n\t\t\t\telse\n\t\t\t\t\ttbn = float3x3(faceNormal.yzx, float3(0,1,0),faceNormal.xyz);\n\t\t\t#ifdef USE_DOUBLE_SIDED\n\t\t\t\tfloat multiplier = frontFace ? 1.0f : -1.0f;\n\t\t\t\ttbn[0] *= multiplier;\n\t\t\t\ttbn[2] *= multiplier;\n\t\t\t#endif\n\t\t\t\treturn mul(tbn, normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 VFXCubeTransformNormalWS(VFX_VARYING_PS_INPUTS i,float3 normal)\n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_ROTX) && defined(VFX_VARYING_ROTY)\n\t\t\t\tfloat3x3 rot = float3x3(i.rotX,i.rotY,cross(i.rotX,i.rotY));\n\t\t\t\treturn mul(rot,normal);\n\t\t\t#else\n\t\t\t\treturn normal;\n\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 VFXCubeGetUV(VFX_VARYING_PS_INPUTS i) \n\t\t\t{\n\t\t\t#if defined(VFX_VARYING_OFFSETS) && defined(VFX_VARYING_FACEID)\n\t\t\t\tfloat2 uv;\n\t\t\t\tif (i.VFX_VARYING_FACEID == 0)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xy * float2(-i.VFX_VARYING_OFFSETS.z,1);\n\t\t\t\telse if (i.VFX_VARYING_FACEID == 1)\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.xz * float2(i.VFX_VARYING_OFFSETS.y,1);\n\t\t\t\telse\n\t\t\t\t\tuv = i.VFX_VARYING_OFFSETS.zy * float2(i.VFX_VARYING_OFFSETS.x,1);\n\t\t\t\treturn uv * 0.5f + 0.5f;\n\t\t\t#else\n\t\t\t\treturn 0.0f;\n\t\t\t#endif\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_Target0\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\n\t\t#if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t\talpha *= VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(baseColorMap),i,VFXCubeGetUV(i)).a;\n\t\t#endif\n\t\t\t\tVFXClipFragmentColor(alpha,i);\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]MotionVector' source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES 1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_COLOR_CURRENT 1\n#define VFX_USE_ANGLEX_CURRENT 1\n#define VFX_USE_ANGLEZ_CURRENT 1\n#define VFX_USE_SCALEY_CURRENT 1\n#define VFX_USE_ALPHA_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AXISX_CURRENT 1\n#define VFX_USE_AXISY_CURRENT 1\n#define VFX_USE_AXISZ_CURRENT 1\n#define VFX_USE_ANGLEY_CURRENT 1\n#define VFX_USE_PIVOTX_CURRENT 1\n#define VFX_USE_PIVOTY_CURRENT 1\n#define VFX_USE_PIVOTZ_CURRENT 1\n#define VFX_USE_SIZE_CURRENT 1\n#define VFX_USE_SCALEX_CURRENT 1\n#define VFX_USE_SCALEZ_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n float uniform_b;\n float currentFrameIndex;\n uint2 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n float3 color;\n float angleX;\n float angleZ;\n float scaleY;\n float alpha;\n bool alive;\n float3 axisX;\n float3 axisY;\n float3 axisZ;\n float angleY;\n float pivotX;\n float pivotY;\n float pivotZ;\n float size;\n float scaleX;\n float scaleZ;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\r\n\r\nByteAddressBuffer attributeBuffer;\r\nRWByteAddressBuffer elementToVFXBuffer;\r\n#if VFX_USE_ALIVE_CURRENT\r\nStructuredBuffer deadListOut;\r\n#endif\r\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\nStructuredBuffer indirectBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n\tuint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\nvoid SetAttribute_D5151640(inout float scaleX, inout float scaleZ, float2 Scale) /*attribute:scale Composition:Overwrite Source:Slot Random:Off channels:XZ */\n{\n scaleX = Scale.x;\n scaleZ = Scale.y;\n}\nvoid SetAttribute_545F0ED(inout float3 color, float3 Color) /*attribute:color Composition:Multiply Source:Slot Random:Off channels:XYZ */\n{\n color *= Color;\n}\nvoid SetAttribute_501D4123(inout float angleX, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:X */\n{\n angleX *= Angle.x;\n}\nvoid SetAttribute_501D4121(inout float angleZ, float Angle) /*attribute:angle Composition:Multiply Source:Slot Random:Off channels:Z */\n{\n angleZ *= Angle.x;\n}\nvoid SetAttribute_18B2FD0(inout float3 color, float3 Color, float Blend) /*attribute:color Composition:Blend Source:Slot Random:Off channels:XYZ */\n{\n color = lerp(color,Color,Blend);\n}\nvoid SetAttribute_E0455985(inout float scaleX, inout float scaleY, inout float scaleZ, float3 Scale, float Blend) /*attribute:scale Composition:Blend Source:Slot Random:Off channels:XYZ */\n{\n scaleX = lerp(scaleX,Scale.x,Blend);\n scaleY = lerp(scaleY,Scale.y,Blend);\n scaleZ = lerp(scaleZ,Scale.z,Blend);\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3 groupId\t\t: SV_GroupID,\r\n\t\t\tuint3 groupThreadId\t: 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\t\tAttributes attributes = (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n\t\tattributes.alive = (bool)true;\n\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\nattributes.color = asfloat(attributeBuffer.Load3((index * 0x8 + 0x9D00) << 2));\nattributes.angleX = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D03) << 2));\nattributes.angleZ = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D04) << 2));\nattributes.scaleY = asfloat(attributeBuffer.Load((index * 0x8 + 0x9D05) << 2));\nattributes.alpha = (float)1;\nattributes.axisX = float3(1, 0, 0);\nattributes.axisY = float3(0, 1, 0);\nattributes.axisZ = float3(0, 0, 1);\nattributes.angleY = (float)0;\nattributes.pivotX = 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tmp_bk);\n\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, tmp_bl);\n\t\t\t}\n\t\t\t{\n\t\t\t SetAttribute_545F0ED( /*inout */attributes.color, float3(0.447058797, 0.692561686, 1));\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_z = attributes.position[1];\n\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb - (float)1;\n\t\t\t float tmp_bf = tmp_bd / (float)6;\n\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t float tmp_bj = (float)2 * tmp_bi;\n\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t float tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bp = tmp_bn + (float)-1;\n\t\t\t SetAttribute_501D4123( /*inout */attributes.angleX, tmp_bp);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_z = attributes.position[1];\n\t\t\t float tmp_ba = tmp_z - uniform_b;\n\t\t\t float tmp_bb = abs(tmp_ba);\n\t\t\t float tmp_bd = tmp_bb - (float)1;\n\t\t\t float tmp_bf = tmp_bd / (float)6;\n\t\t\t float tmp_bh = max(tmp_bf, (float)0);\n\t\t\t float tmp_bi = min(tmp_bh, (float)1);\n\t\t\t float tmp_bj = (float)2 * tmp_bi;\n\t\t\t float tmp_bk = (float)3 - tmp_bj;\n\t\t\t float tmp_bl = tmp_bk * tmp_bi;\n\t\t\t float tmp_bm = tmp_bl * tmp_bi;\n\t\t\t float tmp_bn = tmp_bm * (float)2;\n\t\t\t float tmp_bp = tmp_bn + (float)-1;\n\t\t\t SetAttribute_501D4121( /*inout */attributes.angleZ, tmp_bp);\n\t\t\t}\n\t\t\t{\n\t\t\t float tmp_bb = attributes.position[1];\n\t\t\t float tmp_bc = tmp_bb - uniform_b;\n\t\t\t float tmp_bd = abs(tmp_bc);\n\t\t\t float tmp_be = tmp_bd - (float)1;\n\t\t\t float tmp_bg = tmp_be / (float)6;\n\t\t\t float tmp_bi = max(tmp_bg, (float)0);\n\t\t\t float tmp_bj = min(tmp_bi, (float)1);\n\t\t\t float tmp_bk = (float)2 * tmp_bj;\n\t\t\t float tmp_bl = (float)3 - tmp_bk;\n\t\t\t float tmp_bm = tmp_bl * tmp_bj;\n\t\t\t float tmp_bn = tmp_bm * tmp_bj;\n\t\t\t float tmp_bo = (float)1 - tmp_bn;\n\t\t\t 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