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float3(0,0,0);\n uint particleId = (uint)0;\n float3 color = float3(1,1,1);\n float angleX = (float)0;\n uint seed = (uint)0;\n \ float angleZ = (float)0;\n float scaleY = (float)1;\n \n\n#if VFX_USE_PARTICLEID_CURRENT\n particleId = particleIndex;\n#endif\n#if VFX_USE_SEED_CURRENT\n seed = WangHash(particleIndex ^ systemSeed);\n#endif\n \ \n {\n AttributeFromMap_6F6C36D5( /*inout */position, particleId, GetVFXSampler(attributeMap_a, samplerattributeMap_a), (uint)0, float3(-0.5,0,-3.2), float3(1,1,1));\n }\n {\n AttributeFromMap_9AACC55( /*inout */color, particleId, GetVFXSampler(attributeMap_b, samplerattributeMap_b), (uint)0, float3(0,0,0), float3(1,1,1));\n }\n {\n SetAttribute_48A7C213( /*inout */angleX, /*inout */seed, (float)-45, (float)45);\n }\n {\n \ SetAttribute_48A7C211( /*inout */angleZ, /*inout */seed, (float)-45, (float)45);\n }\n {\n AttributeFromCurve_5E96E8EC( /*inout */scaleY, particleId, Scale_e, (uint)0);\n }\n \n\n\n#if VFX_USE_ALIVE_CURRENT\n if (alive)\n {\n\t\t\tuint deadIndex = deadListIn.DecrementCounter();\n uint index = deadListIn[deadIndex];\n \ attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n \ attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(color));\n \ attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(angleX));\n \ attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(angleZ));\n \ attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(scaleY));\n \ \n\n }\n#else\n uint index = particleIndex;\n attributeBuffer.Store3((index * 0xC + 0x0) << 2,asuint(position));\n attributeBuffer.Store3((index * 0xC + 0x4) << 2,asuint(color));\n attributeBuffer.Store((index * 0xC + 0x3) << 2,asuint(angleX));\n attributeBuffer.Store((index * 0xC + 0x7) << 2,asuint(angleZ));\n attributeBuffer.Store((index * 0xC + 0x8) << 2,asuint(scaleY));\n \n\n#endif\n }\n}\n" - compute: 0 name: '[System 1]Lit Cube Output' source: "Shader \"Hidden/VFX/System 1/Lit Cube Output\"\n{\n\tSubShader\n\t{\t\n\t\tCull Back\n\t\t\n\t\tTags { \"Queue\"=\"Geometry\" \"IgnoreProjector\"=\"False\" \"RenderType\"=\"Opaque\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tZTest LEqual\n\t\tZWrite On\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t#if !defined(VFX_WORLD_SPACE) && !defined(VFX_LOCAL_SPACE)\n\t\t#define VFX_LOCAL_SPACE 1\n\t\t#endif\n\t\t\n\t\t#define NB_THREADS_PER_GROUP 64\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 IS_OPAQUE_PARTICLE 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#define VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t \ float uniform_b;\n\t\t uint3 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\n\t\t\n\t\t#define VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t\n\t\tByteAddressBuffer attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer deadListCount;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\tENDHLSL\n\t\t\n\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#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};\n\t\t\n\t\t#define VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define VFX_VARYING_ALPHA builtInInterpolants.x\n\t\t#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t\n\t\t#undef VFX_USE_RIM_LIGHT\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid 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\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\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\treturn o; // cull\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\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t \ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_545F0ED( /*inout */color, float3(0.4470588,0.6925617,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3 rot = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(offsets,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(axisX,axisY,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\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX = texIndex;\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.cginc\"\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\tfloat4 frag(ps_input i) : SV_Target0\n\t\t\t{\n\t\t\t\tfloat alpha = VFXGetFragmentColor(i).a;\t\t\n\t\t\t\tVFXClipFragmentColor(alpha,i);\n\t\t\t\treturn (float4)0;\n\t\t\t}\n\t\t\tENDHLSL\n\t\t}\n\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\tnointerpolation float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tnointerpolation float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\t\n\t\t\t\t\t\t\tnointerpolation float3 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t// x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z: normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tnointerpolation float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\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\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\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid 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\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\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\treturn o; // cull\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\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t \ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_545F0ED( /*inout */color, float3(0.4470588,0.6925617,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3 rot = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(offsets,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(axisX,axisY,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\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR = color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT && defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE = invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_ALPHA_TEST && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD = alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy * uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\to.VFX_VARYING_FLIPBOOKSIZE = flipBookSize;\n\t\t\t\to.VFX_VARYING_INVFLIPBOOKSIZE = invFlipBookSize;\n\t\t\t\to.VFX_VARYING_TEXINDEX = texIndex;\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#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)0.7;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS = smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\tfloat metallic = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t\t\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t\t\t\t\t\t float tmp_y = abs(tmp_x);\n\t\t\t\t\t\t\t\t\t \ float tmp_ba = tmp_y - (float)1;\n\t\t\t\t\t\t\t\t\t float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t\t\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t\t\t\t\t\t \ float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t\t\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t\t\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t\t\t\t\t\t float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t\t\t\t\t\t \ float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t\t\t\t\t\t float tmp_bn = max(tmp_bm, (float)0);\n\t\t\t\t\t\t\t\t\t float tmp_bo = min(tmp_bn, (float)1);\n\t\t\t\t\t\t\t\t\t \ \n\t\t\t\t\t\t\t\t\t metallic = tmp_bo;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC = metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR = specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef 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 = color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE = emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR = baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.cginc\"\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLit.cginc\"\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\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,bsdfData,preLightData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD = 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXLitPixelOutput.cginc\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\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#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\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#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\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// Needed for HDRP\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.visualeffectgraph/Shaders/RenderPipeline/HDRP/VFXCommon.cginc\"\n\t\t\t#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc\"\n\t\t\t\n\n\t\t\tvoid 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\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS vert(uint id : SV_VertexID, uint instanceID : SV_InstanceID)\n\t\t\t{\n\t\t\t\tuint index = (id >> 3) + instanceID * 1024;\n\t\t\t\tVFX_VARYING_PS_INPUTS o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\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\treturn o; // cull\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\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tbool alive = (bool)true;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tif (!alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tfloat3 position = asfloat(attributeBuffer.Load3((index * 0xC + 0x0) << 2));\n\t\t\t\t\t\tfloat3 color = asfloat(attributeBuffer.Load3((index * 0xC + 0x4) << 2));\n\t\t\t\t\t\tfloat angleX = asfloat(attributeBuffer.Load((index * 0xC + 0x3) << 2));\n\t\t\t\t\t\tfloat angleZ = asfloat(attributeBuffer.Load((index * 0xC + 0x7) << 2));\n\t\t\t\t\t\tfloat scaleY = asfloat(attributeBuffer.Load((index * 0xC + 0x8) << 2));\n\t\t\t\t\t\tfloat alpha = (float)1;\n\t\t\t\t\t\tfloat3 axisX = float3(1,0,0);\n\t\t\t\t\t\tfloat3 axisY = float3(0,1,0);\n\t\t\t\t\t\tfloat3 axisZ = float3(0,0,1);\n\t\t\t\t\t\tfloat angleY = (float)0;\n\t\t\t\t\t\tfloat pivotX = (float)0;\n\t\t\t\t\t\tfloat pivotY = (float)0;\n\t\t\t\t\t\tfloat pivotZ = (float)0;\n\t\t\t\t\t\tfloat size = (float)0.1;\n\t\t\t\t\t\tfloat scaleX = (float)1;\n\t\t\t\t\t\tfloat scaleZ = (float)1;\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_D5151640( /*inout */scaleX, /*inout */scaleZ, float2(0.5,0.5));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_u = color[0];\n\t\t\t\t float tmp_v = color[1];\n\t\t\t\t float tmp_w = color[2];\n\t\t\t\t float4 tmp_y = float4(tmp_u, tmp_v, tmp_w, (float)1);\n\t\t\t\t \ float4 tmp_ba = tmp_y * float4(0.299,0.587,0.114,0);\n\t\t\t\t float tmp_bb = tmp_ba[3];\n\t\t\t\t float tmp_bc = tmp_ba[2];\n\t\t\t\t float tmp_bd = tmp_bb + tmp_bc;\n\t\t\t\t float tmp_be = tmp_ba[1];\n\t\t\t\t float tmp_bf = tmp_bd + tmp_be;\n\t\t\t\t float tmp_bg = tmp_ba[0];\n\t\t\t\t float tmp_bh = tmp_bf + tmp_bg;\n\t\t\t\t float3 tmp_bi = float3(tmp_bh, tmp_bh, tmp_bh);\n\t\t\t\t SetAttribute_545F0ED( /*inout */color, tmp_bi);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ SetAttribute_545F0ED( /*inout */color, float3(0.4470588,0.6925617,1));\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4123( /*inout */angleX, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_w = position[1];\n\t\t\t\t float tmp_x = tmp_w - uniform_b;\n\t\t\t\t \ float tmp_y = abs(tmp_x);\n\t\t\t\t float tmp_ba = tmp_y - (float)1;\n\t\t\t\t \ float tmp_bc = tmp_ba / (float)6;\n\t\t\t\t float tmp_be = max(tmp_bc, (float)0);\n\t\t\t\t float tmp_bf = min(tmp_be, (float)1);\n\t\t\t\t float tmp_bg = (float)2 * tmp_bf;\n\t\t\t\t float tmp_bh = (float)3 - tmp_bg;\n\t\t\t\t \ float tmp_bi = tmp_bh * tmp_bf;\n\t\t\t\t float tmp_bj = tmp_bi * tmp_bf;\n\t\t\t\t \ float tmp_bk = tmp_bj * (float)2;\n\t\t\t\t float tmp_bm = tmp_bk + (float)-1;\n\t\t\t\t \ SetAttribute_501D4121( /*inout */angleZ, tmp_bm);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_18B2FD0( /*inout */color, float3(0.3034359,0.3962264,0.2747419), tmp_bn);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t \ float tmp_y = position[1];\n\t\t\t\t float tmp_z = tmp_y - uniform_b;\n\t\t\t\t \ float tmp_ba = abs(tmp_z);\n\t\t\t\t float tmp_bb = tmp_ba - (float)1;\n\t\t\t\t \ float tmp_bd = tmp_bb / (float)6;\n\t\t\t\t float tmp_bf = max(tmp_bd, (float)0);\n\t\t\t\t float tmp_bg = min(tmp_bf, (float)1);\n\t\t\t\t float tmp_bh = (float)2 * tmp_bg;\n\t\t\t\t float tmp_bi = (float)3 - tmp_bh;\n\t\t\t\t \ float tmp_bj = tmp_bi * tmp_bg;\n\t\t\t\t float tmp_bk = tmp_bj * tmp_bg;\n\t\t\t\t \ float tmp_bl = (float)1 - tmp_bk;\n\t\t\t\t float tmp_bm = max(tmp_bl, (float)0);\n\t\t\t\t float tmp_bn = min(tmp_bm, (float)1);\n\t\t\t\t SetAttribute_E0455985( /*inout */scaleX, /*inout */scaleY, /*inout */scaleZ, float3(1,1,1), tmp_bn);\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t\t\t\n\t\t\t\tif (!alive)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tfloat3 offsets = (float3)0;\n\t\t\t\toffsets.x = float(id & 1);\n\t\t\t\toffsets.y = float((id & 3) >> 1);\n\t\t\t\toffsets.z = float((id & 7) >> 2);\n\t\t\t\toffsets -= 0.5f;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3 size3 = float3(size,size,size);\n\t\t\t\t\t\t#if VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat3x3 rot = GetEulerMatrix(radians(float3(angleX,angleY,angleZ)));\n\t\t\t\tfloat4x4 elementToVFX = GetElementToVFXMatrix(axisX,axisY,axisZ,rot,float3(pivotX,pivotY,pivotZ),size3,position);\n\t\t\t\t\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(offsets,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(axisX,axisY,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\n\t\t\t\t\n\t\t\t\t\t\t#if VFX_USE_COLOR_CURRENT && 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